Maître Seymour

Variations : 1

Parts

Maître Seymour

1 / 3
Au début du combat pendant votre tour, mettez un nombre de marqueurs +1/+1 égal à la force de Maître Seymour sur une autre créature ciblée que vous contrôlez.
: Monstruosité X, X étant le nombre de marqueurs parmi les créatures que vous contrôlez. (Si cette créature n'est pas monstrueuse, mettez X marqueurs +1/+1 sur elle et elle devient monstrueuse.)

 

 

 

Legalities

Not Legal
Alchemy
Brawl
Future
Gladiator
Historic
Modern
Oldschool
Pauper
Paupercommander
Penny
Pioneer
Predh
Premodern
Standard
Standardbrawl
Timeless
Legal
Commander
Duel
Legacy
Oathbreaker
Vintage

Rulings

2025-06-06

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

 

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.

 

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.

 

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.

 

Market Pricing

 NormalFoil
Low
Median
High
Market
Direct Low
 

Printings

 NormalFoil
Final Fantasy Commander
Final Fantasy Commander