Windborn Muse

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
MTG: Commander (CMD) Rare
Tenth Edition (10E) Rare
Legions (LGN) Rare

Combos Browse all

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 he or she controls that's attacking you.

Windborn Muse Discussion

multimedia on "Your Debt Has Come Due" (Teysa)

1 week ago

Hey, I like the idea of your deck, but I think you're going to have difficult time casting a lot of cards here and there's not enough repeatable control to stay alive long enough to cast Teysa. I don't think Voltron or Aristocrats are directions you want to go because there's better Commanders for those strategies. Consider more control and more opponent disruption?

Cards within the budget to consider adding:

Cards to consider cutting:

  • Temple of Silence
  • Arrest
  • Gift of Orzhova
  • Death Grasp
  • Brain Maggot
  • Despise
  • Hymn to Tourach
  • Castigate
  • Victim of Night
  • Curse of the Cabal
  • Assault Suit
  • Fireshrieker
  • Trepanation Blade
  • Argentum Armor
  • Obzedat, Ghost Council
  • Heartless Summoning

Other than Lashwrithe the other equipment is not doing much because you don't have enough creatures to support it and equipping to Teysa is unrealistic. Unless playing 1v1 Commander then other than Duress lots of other single card one opponent discard isn't impactful enough. Heartless Summoning seems like neat tech to ramp into Teysa or other big creatures, but it completely negates Teysa's 1/1 Spirits and both your Planeswalkers who make 1/1 tokens. For these reasons I would cut it because I think both Planeswalkers repeatable tokens and abilities are better then what Heartless provides.

I think you can take real advantage of Hushbringer because not playing a lot of creatures who have ETB abilities or graveyard interactions with die triggers. You're killing your opponents creatures, opponent die triggers could really hurt you. Hushbringer is powerful disruption in multiplayer Commander. I offer more advice if you would like. Good luck with your deck.

lagotripha on That's the Spirit! (Budgeted Spirit Tribal)

2 months ago

I think most of the tinkering is now in the sideboard- and I reccomend not 'picking a sideboard' until you have seen the metagame. Don't spend 'up' to your budget, keep the rest in reserve until you've seen what the meta looks like.

If you keep losing to Grislebrand combo, you can pick specific hate for that. If burn is a problem, or affinity a problem, similarly. It usually ends up with key cards split between side and main, another couple of Selfless Spirit as a wrath answer, for example. For now just put whatever you already have in there and don't worry too hard, then update as you play.

Notable sideboard options for spirits are Ghost-Lit Redeemer , Spirit of the Labyrinth & Windborn Muse , but honestly non-tribal options should be your go-to. Timely Reinforcements is still a workhorse against burn if you don't care about soldiers for example.

Sorin_Markov_1947 on The Bane of Playgroups

2 months ago

Just found Windborn Muse . A lot easier to kill than, say, Ghostly Prison , but the same effect.

multimedia on Kooopa Derevi *Suggestions Appreciated*

2 months ago

Hey, nice start. If fliers are the direction you're going my advice is to look at Edric decks for more inspiration. Many Edric strategies use little fliers and unblockable creatures to draw cards and cast extra turn spells. You could do similar; little fliers to draw cards and untap your lands for ramp or mana for repeatable mana sinks that you can use at instant speed.

Cards within the budget to consider adding:

Cards to consider cutting:

  • Battle Screech
  • Migratory Route
  • Bower Passage
  • Beguiler of Wills
  • Galecaster Colossus
  • Azami, Lady of Scrolls
  • Secure the Wastes
  • Sage Owl

hungry000 on Armageddon & Taxes

2 months ago

Goofydat I'll try it out, but unlike UW this deck does need to apply pressure with creature damage, so I don't think it'll be as good as Windborn Muse .

Sorin_Markov_1947 The problem with Norn's Annex is that it fails you when you need it most; if you've killed all lands but your opponent has a full board of creatures, they can still attack with them by paying life (and you don't deal much damage early on, so they'll have a lot of it) and then you'll be in a tough spot with no board presence to race with, no way to create board pressure since all your lands are gone, and a low life total. Ghostly Prison is just straight up better since they can't get around paying mana for it.

I've tested with Crucible and didn't like it. This deck's weakness lies in its ability to stay alive long enough to pull off the combo, and Crucible does next to nothing to help with that issue. Also, playing lands from the graveyard isn't completely necessary to win, so cards that help keep you alive end up being more valuable.

Yesterday on Wank Stain

2 months ago

Oh yep yep, I'm quite familiar with British slang so I get it. I.. still think it's both extraordinarily dumb and fun in equal parts, but I get it.

Right so, anywho, I've had a look at the deck. There are three main points I'd like to address.

The first and overarching point is consistency in the deck. There are a number of good effects that are useful, but only on a couple of cards. For example, Brought Back is a good card on its own (and I appreciate that it is the best of the three), but I think if you specifically want this effect then it would probably be worth running Faith's Reward and Second Sunrise too. If not, then it might be worth cutting in favour of some consistency in other areas, or perhaps more interaction. COntinuing along with this, for another Arcane Lighthouse effect, there's Detection Tower . For the Geode Golem effect, there's Command Beacon . For Ghostly Prison , there's Windborn Muse and perhaps Sphere of Safety ; either I think you should be running both there Sphere & Hall of Heliod's Generosity or neither. Considering the main goal of the deck seems to be wiping the board and gaining life, even though these are the most consistent elements of the deck, I think that probably it could still do with a few more of each.

Another thing is just a bit of consistency in your mana rocks to make a ladder. I'm not sure what the common lingo for that is, but the idea is to have multiple mana rocks at 2CMC, and multiple at 4. The idea being you play a 2CMC mana rock on turn 2 (or turn 1 if you have a Mana Crypt or Sol Ring , because those are amazing and defy any other plans and go in every deck if you have them), then follow up with a 4CMC rock on turn 3. Though there are plenty of good mana rocks at 3CMC for their cost, usually it's better to get a 4CMC rock down if you can consistently ramp into it.

Finally, your commander connecting for lethal commander damage seems to be you main win condition, so I think you might need a few more ways of making this happen. There aren't many other voltron thingies in your deck, so because you aren't that worried about having to target your commander with things, Whispersilk Cloak seems pretty much perfect for this. Trailblazer's Boots are also pretty good. Haunted Cloak is in there, so maybe consider Chariot of Victory as well.

Anyway yeah I'll leave it at that and stop rambling now, but can go into it a bit more if you like. I hope this helps, have fun with the deck!

Load more

Windborn Muse occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.26%