Maester Seymour

Maester Seymour2G
Legendary Creature — Human Elf ClericFIC · R

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.

3GG: 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.)

Final Fantasy Commander · Rare1/3
Moxou Score · all formats

This card is outside the top 50 in every format. Its score, rank and trends are for signed-in users.

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Analysis

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Legality

9 formats
StandardNot legal
PioneerNot legal
ModernNot legal
PremodernNot legal
LegacyLegal
VintageLegal
PauperNot legal
Duel CommanderLegal
cEDHLegal

B/R history

Never banned or restricted in any format Moxou tracks.

Rulings

4
  1. 2025-06-06

    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.

  2. 2025-06-06

    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.

  3. 2025-06-06

    Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.

  4. 2025-06-06

    The value of X is determined only once, as Maester Seymour's last ability resolves.

Versions

2

In sealed products

Pull odds for signed-in users