Seedborn Muse
Where a normal ramp effect adds resources, this one rewrites whose turn the game is being played on. Untapping all your permanents during every other player's untap step means your lands, your creatures, and anything with a tap cost spend the entire round available, not just your own segment of it. The practical conversion is staggering: in a four-player pod, you effectively get four untaps to everyone else's one, which turns instant-speed mana, repeatable activated abilities, and any "tap to" engine into something closer to a permanent open faucet. The 2/4 frame is just durable enough to dodge a stray Lightning Bolt and let the engine come online. Its closest spiritual ancestors are the effects that grant pseudo-extra-turns by handing you mana you should not have access to yet, but the Muse does it without the symmetry, the upkeep cost, or the one-shot limitation that usually polices that kind of advantage. The design tension lives entirely in the cost: five mana and a fragile body is the only thing standing between this and a runaway lock, because every flash threat, every counterspell held up, every activated win condition becomes free for the rest of the table's turns. It is the card that quietly taught a generation of green players that ramp and tempo are the same resource viewed from different angles.

Rules text
Format Status
More formatsFewer formats
Other printings
- Tarkir: Dragonstorm Commander#268
- The List#C19-179
- Secret Lair Drop#907
- Murders at Karlov Manor Commander#186
- Commander Collection: Green#4
- Battlebond#212
- Tenth Edition#296
- Ninth Edition#270★









