Combine Guildmage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Uncommon

Combos Browse all

Combine Guildmage

Creature — Merfolk Wizard

, : This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.

, : Move a +1/+1 counter from target creature you control to another target creature you control.

Browse Alters

Combine Guildmage Discussion

andrewkelly239 on Merfolk/Islandwalk/+1/+1

4 weeks ago

Consider running more like Kodama's Reach , Journey of Discovery , Farseek or Explosive Vegetation . Fertilid is a viable replacement as not only is it a body, but you can respond to damage dealt to it by removing one of it's +1's, plus with this +1 build you can get more use out of it. Proliferate is a mechanic you may consider running in this deck if you wind up spec'ing into +1. I would sideboard your counterspells for the moment and add more like Whelming Wave . Engulf the Shore is a solid spell that does nearly the same. (Plus I really like the similar artworks.) Drop Retraction Helix outright. Cursecatcher is good at diffusing instants and also counts as a merfolk.

Merfolk Spy has a decent saboteur ability. Many cards you may want to consider running instead of non-merfolk have "When ~this creature~ deals combat damge to a player, _". Given the evasive nature of this deck, I would consider looking for more of them. A good example would be Riptide Pilferer .

There's some auto-includes I'd consider as well-- Stonybrook Banneret , Wanderwine Prophets , Combine Guildmage seems like it would provide some synergy here, Kopala, Warden of Waves seems like you'd want it, but doesn't bring synergy. I'd consider dropping Master of Waves for Lullmage Mentor

Dead2Value7theredo on Shark Control *WAR Update!*

1 month ago

hey weird thing, your deck is almost rotation proof, there are only three cards in the main deck that would need to be swapped out, even there a few of them have decent replacements. the cards are Hinterland Harbor which is probably the most difficult to replace, Shapers of Nature which could be swapped with Combine Guildmage which has somewhat similar utility but sadly has no draw effect and the final card is Hadana's Climb  Flip which could possibly be replaced with something like removal or a spell like Contentious Plan

TheTrueSchmamook on Lizrog Bomb

1 month ago

Murphy77 I thought about going adapt, but it was a little too straight forward for my liking. I'm thinking of a fun combo that isn't just spamming the mana abilites of the creatures. I can get 10 counters out by turn 4 and set up the lizrog combo for turn 5. It's a work in progress, but I think I've got it to a good place. My only concern is being able to draw enough. I'm thinking that with the sac and search, I should be able to pull from my library the exact creatures I need to get the combo rolling.

Right now the CMC is sitting at a nice 1.95, but I could go up a bit.

Might change out Combine Guildmage for Biomancer's Familiar .

antny540 on Niv-Mizzet Reborn EDH

2 months ago

Lmao, I feel that.

I was thinking the same thing about Zegana, Utopian Speaker . That's why I put in Zameck Guildmage , but I had to cut Combine Guildmage . Pure draw power with Prime Speaker Zegana is never a bad idea though.

marcdarc on Mutant Simic Good Boys

4 months ago

What do you think of this combo:

  • Any creature with 3 +1/+1 counters.
  • Galloping Lizrog x3.
  • Win on upkeep.

A mere 17 mana combo! And with Alchemist's Refuge , you can do it at instant speed! If you feel like this Hearthstone-level of BS-ery is acceptable in your games, I think it'd be the most exciting way to play into the Ascendancy win-con. Just play pure defense until then, foggy creatures, tokens, counterspells, etc.

Since your playgroup probably wouldn't appreciate that combo, however, you can focus on chaining Lizrogs for a few turns and protecting Ascendancy. The game plan then simplifies to:

  • Stick creatures that contest the board. Use them as soft removal with Clear Shot and Mutant's Prey type effects.
  • Draw your deck to find 3 Galloping Lizrog .
  • Play the Lizrogs for an inevitable doom-parade of mutants. Hopefully they will be threatening enough to prevent your opponent from dealing with the Ascendancy itself.
  • Curator's Ward might be overkill for protecting Simic Ascendancy , you have Turn Aside already which is probably better. Feels more interactive too, I think.

My only other suggestions would be Master Biomancer , Fathom Mage and Zameck Guildmage (or Combine Guildmage , but Zameck is better I think) if you want a slower build-up. Vigean Hydropon maybe? And Novijen, Heart of Progress seems like an easy include. I like your idea behind Hadana's Climb  Flip, but to me that leans towards Ascendancy as the secondary win-con, not primary.

Kogarashi on Do Sorcery/Instant and Planeswalker buffs ...

5 months ago

For examples of things that will actually place counters instead of buffs:

Forced Adaptation and Ring of Kalonia would each place a +1/+1 counter on Sharktocrab at the beginning of your upkeep. These would be actual counters, not temporary increases like the cards you listed. Each would trigger Sharktocrab 's second ability once (so if you have both on, you'd have two triggers).

Increasing Savagery is a spell that places counters. If cast from your hand, you'd get five +1/+1 counters, but because it's a single effect, it only triggers Sharktocrab once. Casting it again using flashback would get you ten counters and one trigger.

Rhythm of the Wild would give Sharktocrab riot, so if you cast Sharktocrab while Rhythm is on the battlefield, you would place a counter as it enters and trigger the second ability. Same with using Zameck Guildmage 's or Combine Guildmage 's ability to have a creature enter with a +1/+1 counter on it.

Vigor prevents damage and places counters instead. The counter-placing would trigger Sharktocrab once.

Compare Sharktocrab to Fathom Mage . Fathom Mage draws a card for each counter placed on it. Sharktocrab specifies "one or more," so each effect that places counters only triggers it once. Individual effects will still trigger it separately, though, so having the aforementioned Ring of Kalonia and Forced Adaptation on at the same time will each trigger it.

Hi_diddly_ho_neighbor on Ravnica Allegiance: Spoilers and Speculation

5 months ago

ZendikariWol - Are you sure you read Combine Guildmage properly? It's second ability literally removes counters from creatures. So far we have three: Galloping Lizrog, Combine Guildmage, and Bolrac-Clan Crusher, and they are all at uncommon to boot. Plus there is the rare Biomancer's Familiar that allows for additional adapt.

It isn't a lot, and I'd like to see more for sure, but there is support for counter removal.

Also, Standard merfolk just got a nice boost:

Combine Guildmage occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%