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Maester Seymour

Maester Seymour

{2}{G}Legendary Creature — Human Elf Cleric1/3

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.)

Official rulings

  1. The value of X is determined only once, as Maester Seymour's last ability resolves. (2025-06-06)
  2. 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)
  3. 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)
  4. Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens. (2025-06-06)

Cards like this

Functionally similar cards by meaning — playable in Maester Seymour’s colours.