|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Creature — Elf Cleric
, : Creatures you control gain trample until end of turn.
, : Create a 2/2 green and white Elf Knight creature token with vigilance.
Conclave Guildmage Discussion
5 months ago
10 months ago
Yeah the choice to keep Conclave Guildmage sounds smart. Good luck for your further endeavours with this deck! Glad I could help out.
10 months ago
I'm aware that Selesnya Guildmage, Vitu-Ghazi Guildmage and Conclave Guildmage are expensive in their token making abilities. Seems useful to change some token making creatures to token making Instants, Enchantments or Sorceries.
From those above, might keep only Conclave Guildmage, since paying plus tapping seems like a good price for giving all creatures trample.
11 months ago
Additionally, the OG ravnica guildmages were weak as hell and/or more useful because of their mechanics and interactions with other guilds:
Selesnya Guildmage vs Conclave Guildmage - they both have comparative token making abilities, since the token on the one is bigger. Trample for 1 mana vs +1/+1 for 4 mana - trample is way weaker, but not in the context of GRN. The payoff for the selesnya guild in OG Ravnica is a wide board - convoke on Scatter the Seeds vs GRN's payoff of Rosemane Centaur. GRN Selesnya is tall, compared to RAV's wide Selesnya.
Izzet Guildmage vs League Guildmage - League guildmage's copy ability is better than izzet mages. There are likely no turns where you can use Izzet's ability twice, since paying 6 mana on top of another 4 mana for decent spells is a lot. Getting to copy any spell, not just 2 CMC or less is a big plus in League's favor. When you do not cast a spell, Izzet guildmage is a bear. League can at least draw you into spells to copy.
Golgari Guildmage vs Swarm Guildmage - Golgari's abilities cost entirely too much - paying 5 mana for a counter or a worse Raise Dead is not really a worthy investment. Swarm has two relevant abilities and both put you further ahead in the game that shore up what the guild lacks.
Dimir Guildmage vs House Guildmage - is 4 mana draw a card vs 3 mana surveil 2 comparable? Yes, in GRN, the House guildmage has better abilities. The tap ability is rarely useful, but potent when the opportunity arises, but instant speed surveiling is very powerful. Dimir guildmages's abilities are both sorcery speed, which limit their uses significantly.
Boros Guildmage vs Legion Guildmage - Boros' abilities are a bit overprised, especially the haste ability for 2 mana is rarely useful. The first strike ability is very powerful though and makes for tough combat math, but has very limited cases in which it allows you to actually win combats, because it is open information compared to a combat trick. Legion on the hand is much better at pushing damage with its (overpriced) 3 mana tap ability, which actively changes combat whether you are attacking or not. The 6 mana ability is a game ender and mana sink for a guild made up of low-cost aggressive cards. Legion guildmage is more versatile than its RAV counterpart.
I would say all of the new guildmages are better than all of the oldest ones. However, none of them are better than Ravnica 2's guildmages.
TLDR: Powerlevel of guildmages goes Ravnica 2 -> Ravnica 3 -> Ravnica 1
11 months ago
Ehhhh, I think that's fair. Conclave Guildmage seems ok with decks that really care about trample and going wide in EDH. I'd likely cut it real fast tho if I saw it in a deck. That's about it.
1 year ago
1 year ago
Played an FNM and did not do well but I have been thinking about the sideboarding.
Summary of matches: VS Mono-Blue Tempo Take Out:
I believe I made a mistake on doing the sideboard for this matchup but in the future I will focus on better sideboard choices here.
Against UR Burn with Guttersnipe This matchup is pretty hard to win:
Overall I will have to get more pieces into the sideboard to help it out.
1 year ago
Hey! I'm a huge fan of this archetype and I really like your list, I think your curve is a little heavy in a way it doesn't have to be though. At the 3 slot, you have alot of cards and alot of really toxic mana conflicts, particularly between Steel Leaf Champion and Benalish Marshal. I think that its good to have the lord effect of the marshall, however, you can get it in a better form. Trostani Discordant will give you the same effect, on a body that can't die to Lightning Strike and give you two more bodies (it's almost a free conclave tribunal with convoke), and it moves power from the 3 slot to the 5 slot. Doing this would also allow you to run Llanowar Elves, which with Temple Garden and Sunpetal Grove still allows you to get a turn two Resplendent Angel or Steel Leaf Champion without having to worry about bricking on a Benalish Marshal. I'd cut the Benalish Marshals and the Conclave Guildmage's and maybe a land or an Assure / Assemble or two for a playset of Llanowar Elves and 2 Trostani Discordant!
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