Duskmantle Guildmage


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Uncommon

Combos Browse all

Duskmantle Guildmage

Creature — Human Wizard

: Whenever a card is put into an opponent's graveyard from anywhere this turn, that player loses 1 life. : Target player puts the top two cards of his or her library into his or her graveyard.

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Recent Decks

Duskmantle Guildmage Discussion

TheNocholas on Crosis's Discard and Purge

2 days ago

Nemesis Mask and Trailblazer's Boots are good cards to get some damage in. Raiders' Wake is a great in a discard to kill deck. Duskmantle Guildmage has an infinite mill combo with mindcrank. My The Old Grixis Mill deck has a few other fun cards that could be good.

BlackyMTG on Nekusar, Oprah’s Apprentice!

2 weeks ago

@SynergyBuild I would Tutor up my combo pieces, Duskmantle Guildmage or Mindcrank. It also coincidentally hits a lot of other cards in my list like Waste Not and Cyclonic Rift.

TheGamer on Nekusar, Oprah’s Apprentice!

3 weeks ago

I do like what you have going on here, but I do agree with the last guy that Howling Mine and Kami of the Crescent Moon are both very strong cards you should probably make room for. I can understand why you don't like them in the deck, but they contribute very well to your gameplan, small cmc permanents that make your opponents and you draw cards.

Signets would probably do well in this deck, as honestly the Signets are probably gonna be just strictly better than the Talismans for you.

Also in Commander, tutors are your best friend. Merchant Scroll and Mystical Tutor are both good ones that arent too hefty of a price tag. They can fetch up your wheels which is very nice. Increasing Ambition and Dark Petition are two more cheap tutors, that are yeah definitely worse than Demonic Tutor, but definitely cheap sub-ins.

If im being honest, Id consider adding Duskmantle Guildmage to the deck. Idk how your playgroup is about infinite combos, but having a nice little subtle one in there is nice to have, and if you're running tutors, it should be even easier to pull off.

Finally just to clarify with you, I like a look a lot of a lot of the cards that are in your maybeboard. Are you looking to find room for them in the list? Are you trying to aquire them or havent yet? I can definitely help you with cuts if you need.

SynergyBuild on Scarab God Control

3 weeks ago

Love the deck! +1 from me :D

Would you consider Duskmantle Guildmage/Bloodchief Ascension for the combo with Mindcrank, you can use Muddle the Mixture/Dimir Infiltrator/Shred Memory you can fetch up Mindcrank/Duskmantle Guildmage!

TheNocholas on Wheely Wheely Auto Drawy

3 weeks ago

Duskmantle Guildmage and Mindcrank is a nasty mill and die...

BS-T on Grixis Wizard Commander Help

4 weeks ago

Are you looking for general tips, upgrades to certain/any cards or just some suggestions that you can decide what you want to cut things for yourself? I'm sure you'll get takers for whatever help you're after.

I got the Wizards precon too and took it in a direction I found more fun so it'd be interesting to know where you want to end up?

Just picking up on the Duskmantle Guildmage / Mindcrank combo there, you could throw in Bloodchief Ascension which also gets the job done in one go.

Finally, not having a go because your commitment is admirable, but have you built a deck page rather than lay out all the card links?

kingyfyvf on Grixis Wizard Commander Help

4 weeks ago

This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. Any help is appreciated.

Commander: Inalla, Archmage Ritualist


Arcanis the Omnipotent


Bloodline Necromancer

Body Double

Duskmantle Guildmage

Etherium-Horn Sorcerer

Firefist Adept

Fleet Swallower

Galecaster Colossus

Garna, the Bloodflame

Harbinger of the Tides

Kess, Dissident Mage

Magus of the Abyss

Magus of the Mind

Mairsil, the Pretender

Marchesa, the Black Rose

Naru Meha, Master Wizard

Nin, the Pain Artist

Nivix Guildmage

Niv-Mizzet, the Firemind

Portal Mage

Puppeteer Clique

Sea Gate Oracle

Taigam, Sidisi's Hand

Vela the Night-Clad

Vindictive Lich


Caged Sun


Mirror Gallery

Sol Ring

Thought Vessel

Worn Powerstone


Curse of Opulence

Frenzied Rage


Shifting Shadow

Sphinx's Tutelage


Cauldron Dance

Chaos Warp

Comet Storm

Crosis's Charm

Mana Leak

Memory Plunder

Polymorphist's Jest

Rakdos Charm

Reality Shift

Silumgar's Command


Wizard's Lightning


Clone Legion

Day's Undoing

Decree of Pain

Final Parting

Karn's Temporal Sundering

Kindred Dominance

Necromantic Selection

Soul Salvage


Warlord's Fury

Weight of Memory


Jace, Memory Adept


Mountain x4

Island x10

Swamp x6

Dimir Aqueduct

Rakdos Carnarium

Izzet Boilerworks

Command Tower

Crumbling Necropolis

Exotic Orchard

Path of Ancestry

Swiftwater Cliffs

Dismal Backwater

Jwar Isle Refuge

Vivid Marsh

Vivid Creek

Vivid Crag

Evolving Wilds

Terramorphic Expanse

Temple of the False God

Grixis Panorama

Mystifying Maze

Rhadamanthus on Do "this turn" abilities apply ...

4 weeks ago

@Shadeslinger: You're thinking of an ability that checks a condition regarding whether or not something happened earlier in the turn, like the Morbid ability on Reaper from the Abyss. In that case, the triggering event for that ability is the end step starting, not the creature dying. The ability only has to exist at the time the end step starts rather than when the creature died in order to trigger properly.

There are certain types of triggered abilities that "look back in time", but it's a limited list: leaves the battlefield, leaves a graveyard, goes from a public zone to the hand or library, phases out, becomes unattached, a player loses control of something, a player loses the game, a player planeswalks. Also, the extent to which they look back is limited to checking whether or not the ability existed at the moment immediately before the triggering event (see 603.10 for more details).

The rules aren't inconsistent with the wording of the card. Together, the specific wording of rule 603.7a quoted above and the specific wording of Duskmantle Guildmage's ability are exactly why it works the way we've explained. I get the feeling you still won't be convinced, but I just want to make it clear for anyone else who may be reading this.

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