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Maester Seymour

Maester Seymour

{2}{G}
Legendary Creature — Human Elf Cleric

At the beginning of combat on your turn, put a number of +1/+1 counters equal to Maester Seymour's power on another target creature you control.

{3}{G}{G}: Monstrosity X, where X is the number of counters among creatures you control. (If this creature isn't monstrous, put X +1/+1 counters on it and it becomes monstrous.)

1/3

Illustrated by Norikatsu Miyoshi

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Not Legalpioneer
Not Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#68
RarityRare
ReleasedJun 13, 2025
EDHREC rank#3,586

Prices

USD$0.31
EUR€0.31
MTGO2.85 tix
Rulings (4)
  • The value of X is determined only once, as Maester Seymour's last ability resolves.

    Jun 6, 2025 · Wizards of the Coast
  • Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.

    Jun 6, 2025 · Wizards of the Coast
  • If Maester Seymour is no longer on the battlefield when its first ability resolves, use its power as it last existed on the battlefield to determine how many +1/+1 counters to put on the target creature.

    Jun 6, 2025 · Wizards of the Coast
  • Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.

    Jun 6, 2025 · Wizards of the Coast

Printings (2)

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