Windborn Muse

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Windborn Muse

Creature — Spirit

Flying *(This creature can't be blocked except by creatures with flying or reach.) *

Creatures can't attack you unless their controller pays for each creature they control that's attacking you.

DemonDragonJ on Glimmers that Represent Negative Emotions

4 months ago

I believe that the "enduring" creatures from Duskmourn are an interesting concept, but I noticed that they all represent positive emotions, or emotions that people usually regard as positive, so I decided to make several "enduring" creatures that represent negative emotions (or emotions that people usually regard as negative), as seen, here:

Enduring Authority Show

This creature is modeled after Ghostly Prison or Windborn Muse, and I chose for it to be an elephant, since elephants are large and strong animals, as one would expect for a creature with this effect. I almost chose for this card to make spells more expensive to cast, as does Grand Arbiter Augustin IV, but I decided that that ability would be too powerful and or/oppressive, so I chose the ghostly prison ability, instead. I also originally gave this creature base power and toughness 3/4, but I decided that that would make it too powerful, so I made it a 3/3, instead.

Enduring Cruelty Show

I initially was contemplating giving this creature the same ability as Wound Reflection and Archfiend of Despair, but that would have made its mana cost far too high, so I chose the same ability as Blood Artist, instead.

Enduring Duplicity Show

I had the greatest difficulty out of this cycle in deciding what ability this creature should have, so I ultimately chose a very simple and straightforward ability; I originally wrote the ability as "whenever an opponent draws a card, you may ; if you do, that player discards a card," but I felt that that was too powerful, so I changed it, and I also made the ability affect the creature's controller, as well, for balance.

Enduring Ferocity Show

This creature was the easiest of the cycle to design, since it has the most straightforward ability, and it is also is the only one that does not have a keyword, since I could not find one that was suitable, for it; I could have made this creature a spider and then given it reach, but I felt that a wolf was better suited for a creature that has the word "ferocity" in its name.

Enduring Hostility Show

I almost had this creature grant haste to all other creatures that its controller controls, but I decided that that would have made it too powerful, so only the creature itself has haste (so that it may use its own ability, immediately), which means that its controller shall need to find a way to grant haste to their other creatures.

What does everyone else say, about these creatures? How well did I do, with them? I certainly am eager to receive your feedback, about them!

KayneMarco on Eye for an Eye Damage Reflection

5 months ago

I have a deck similar to this except I’m in mardu colors. Just wanna offer a few suggestions from my list that would definitely fit in here.

I have a bunch of other similar card ideas that fit the theme as well but I’ll stop here for now. If you wanna hear the rest of them let me know. +1ed

xraider on Pramikon the wall of Stax

6 months ago

A few suggestions for losing the few friends who still want to play Magic with you: With Suppressor Skyguard or Mystic Barrier in combination with Pramikon, Sky Rampart, your opponent can’t attack you anymore. Cards like Archon of Absolution, Blazing Archon, Windborn Muse, Kazuul, Tyrant of the Cliffs, Archangel of Tithes, and Baird, Steward of Argive can also stop attacks from your opponent and are definitely worth checking out.

Since I see you’re playing a lot of enchantments and artifacts, I’d recommend including some tutors like Idyllic Tutor, Fabricatefoil, or Enlightened Tutor. I’d also suggest a few pieces of removal, such as Cyclonic Rift, Path to Exile, and Swords to Plowshares. Finally, consider adding Esper Sentinel for taxing and card draw.

RufusTheGrufus on Gonna Need A (Myrkul)

1 year ago

Okay, Necramus, as promised here are some 'spicy' suggestions for you to think about:

-Yawgmoth, Thran Physician: A creature-based sac outlet, source of card draw, and a way to incrementally whittle down opponent's creatures; I really like Yawgmoth in Myrkul personally.

-Similarly, while I see you are running Viscera Seer, you may also benefit from running other creature-based sac outlets such as Yahenni, Undying Partisan or Carrion Feeder. Fanatical Devotion is another interesting sac outlet I've considered running but haven't taken the time to playtest yet.

-Syr Konrad, the Grim: triggers twice, once when your creatures die, and also when you exile them to make enchantment tokens with Myrkul.

-Ondu Spiritdancer: With Myrkul, Lord of Bones and Grim Guardian on the battlefield, playing Ondu Spiritdancer and finding a way to kill it will infinitely ping all opponents to close out the game.

-Tyrite Sanctum: Offers a backup way to give Myrkul indestructible

-Windborn Muse: Build-your-own Ghostly Prison on a creature with Myrkul

-Loxodon Gatekeeper: Build-your-own Kismet on a creature with Myrkul

-Stinging Study: offers a big burst of card draw while also lowering your life total to make Myrkul indestructible.

-Options like Plumb the Forbidden and Deadly Dispute could be fun to both sacrifice creatures to turn into enchantments with Myrkul as well as generate card advantage.

In my tinkering around with Myrkul I can definitely relate to wishing that you could run more than 100 cards; I had the same problem with both Myrkul and Anikthea! They're both pretty open ended and also lean into super supported strategies, (enchantments, graveyards, tokens), so there's an over abundance of fun cards to build with; and ultimately I just ended up messing around with multiple builds for both of them. Overall I think your deck looks like a lot of fun to play, +1 from me!

DemonDragonJ on Battle Hymn of the Seraphim

1 year ago

I have replaced Windborn Muse with Firemane Commando, because, while the muse is an excellent card, this is an aggressive deck, not a defensive one, so I would prefer to have a card that rewards me for attacking, and the new creature still discourages other players from attacking me, albeit in a different manner.

jarncards on WALL STALL

1 year ago

If you're dead set on Celestial Convergence, Axis of Mortality, Mirror Universe, or the much worse Soul Conduit are probably entirely essential to your gameplan. They are also searchable with your signature spell

Moat, Magus of the Moat, and Blazing Archon, Mystic Barrier and Ensnaring Bridge are also good ideas for your pillow fort. Ghostly Prison is nice, but these effects are always better when multiplied. Windborn Muse and Norn's Annex are also good ones.

Cosmic Intervention and similar spells are probably good ideas too.

Relic Barrier and Icy Manipulator are best friends with Winter Orb and Static Orb

Solemnity instakills

Ferropede?

Nyx-Fleece Ram is better than some of your walls, Daxos, Blessed by the Sun probably is too.

Dusk / Dawn is your best board wipe in my opinion. Also reanimates almost every card in your deck.

Renounce and Zuran Orb are good ideas to dodge mass removal or suddenly gain the life you need to win.

Add Reprieve. it is temporary, but it will allow you to dodge a counter, or you could use it to bounce your own about-to-be-countered spell back to your hand before the counter resolves.

Elixir of Immortality? might help against mill. not great though.

The One Ring costs life if you need it to draw, but pro everything is probably more than worth it, and the extra cards are likely to be as well.

jarncards on Soldiers

1 year ago

Adeline, Resplendent Cathar might be a reasonable addition. she isn't a soldier but gives you extra fodder for you to buff and will hit like a truck. Also Mirror Entity and she will be good friends with the tokens she poops out.

Errand-Rider of Gondor, Resistance Squad, Spirited Companion, Loyal Warhound, Solemn Simulacrum, and Knight of the White Orchid are always reasonable additions. you need cards and mana to play them. they also love to be blinked and revived, which is what white does best.

Cosmic Intervention and Teferi's Protection are the s+ white cards. they go in every deck with white

You should run Skullclamp and Heirloom Blade. and Recruiter of the Guard. It is too good not to.

You have plenty of blink synergy already. Eerie Interlude, Ghostway, Semester's End are things you should strongly consider, the delayed return allows you to dodge wipes, although youll lose your tokens. Teleportation Circle might be reasonable to add. Planar Guide can also be used offensively too. And The Eternal Wanderer is outrageously strong. It does everything.

Cut Arm the Cathars its awful at 3 sorcery speed. Things like Akroma's Will exist and are 100x better. I'd honestly have you revise most of your instants and sorceries. You dont have enough draw to use spot removal like this without putting yourself at a disadvantage.

If you run baird, you should also consider Norn's Annex, Ghostly Prison, and Windborn Muse. as those effects stack, they get much much stronger.

Darien, King of Kjeldor is pretty silly, although he's expensive. with the soul sisters you run, you become very very hard to kill. Conclave Phalanx isn't great in my opinion without some blinking, but if you use something like Nykthos Paragon, its very silly Knight-Captain of Eos also can do a lot to make you invincible.

Flowering of the White Tree is an amazing anthem. probably the best in the game. Spear of Heliod is probably second if you keep mana up, just because it will likely turn offense to other players because of its awful ability.

Moonshaker Cavalry is probably an instant win if you play it

LANDS: This deck might actually be able to run Scorched Ruins.

You might as well add Daru Encampment, Forbidding Watchtower, and Memorial to Glory. Kjeldoran Outpost has synergy but has a major drawback.

I'll look at more low cost stuff later. most of my recommendations are like 5cmc+

Imaginary_Friend777 on Marchesa, Forced Combat

1 year ago

Hey, I just built a very similar deck and had a couple suggestions. Have you thought about a couple cards like Ghostly Prison or Windborn Muse to keep you safe early? Blazing Archon is great, but it is more of a late game threat. You have a lot of global forced combat like Goblin Diplomats and Avatar of Slaughter, so you want to make sure those effects don't come at you. You can also achieve this with political pieces like Shadrix Silverquill or Loran of the Third Path. One more thing, I like to have on hand are some surprising wincons like Delirium for big commanders and Incite Rebellion for big boards. Definitely some cool ideas here!

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