Guilty Conscience

Guilty Conscience

Enchantment — Aura

Enchant creature

Whenever enchanted creature deals damage, Guilty Conscience deals that much damage to that creature.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Scourge (SCG) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Guilty Conscience Discussion

StopShot on [Resource] Pauper Combo Repository

2 months ago

@simplebricks, I think that drawback is more technical than it is impractical which is why I debated it over with myself before posting it.

I'd like talk about setup as I'm an avid infinite combo player myself. The listed combo that consists of Frilled Deathspitter + Guilty Conscience + Ajani's Presence can be more vulnerable to removal than the one I mentioned if I may compare the two. If optimally setup you'd play the Spitter, then the Presence, and then the Conscience. If your opponent has an answer they'll respond when Presence is on the stack resulting in a loss of two combo pieces. Do keep in mind if you plan to trigger the Splitter through attacking you have to wait an extra turn which also makes it weak to sorcery speed removal as well as your opponent getting another untap step unless you put in a fourth card as the damage source which I feel most players will opt to do depending on how reliant they are on the combo to win.

As for the one I suggested the optimal sequence would be opponent's creature, then the Presence, then the Shadows & Conscience, and then the damage source. Again like before the opponent would need to remove the creature when the Presence is on the stack. This also leads to a loss of two combo pieces, but instead of you needing to resupply two cards you only need to resupply the Presence. If your opponent doesn't have another creature out then they'll likely have to dig for another or else how will they win the game without creatures? This in turn buys you time and if they have another creature out then you've effectively only lost one of your combo pieces instead, not two; and you would have forced your opponent to remove one of their own creatures unlike in the previous example.

I think my combo has more practical applications than the listed combo that technically meets the criteria. If a more optimal or resilient combo strategy exists it would seem wrong not to include it for serious players to consider. For the sake of not needing to create a 4.5 card combo section I'd suggest putting this one in the 4 card combo section with a big asterisk since you could argue expecting your opponent to have a creature out is almost as unconditional as expecting your opponent to have a land in play.

Sorry, I didn't mean to write a word wall, as it is your list and the comparison needed detailed explanation. I just think the problem with it on your list and the problem with it not on your list are both considerably equal to one another that it wouldn't be wrong to include it and it wouldn't be wrong to not include it either. If your experience with combos and what I've said doesn't convince you I'm content with just having this combo as a side note in this comments section for others to find.

StopShot on [Resource] Pauper Combo Repository

2 months ago

Spiteful Shadows + Guilty Conscience + Ajani's Presence + Damage Source

It's a slightly cheaper combo and if your opponent has to disrupt it they need to remove their own creature in the process.

KingAtheos on Enraged Dinosaurs

5 months ago

May I suggest the en-Kor creatures? Nomads en-Kor and thr like. Pair those with Pariah and Pariah's Shield . You can then redirect the incoming damage to whichever enrage creatures you want. Marath, Will of the Wild , while not a dino works well with Rite of Passage and Guilty Conscience .

chatmort on Burning Doll

5 months ago

Just as an FYI, if you don't care about the modern format, Guilty Conscience is always fun with stuffy.

Kerakis on Feather's Spell Recycling Service

8 months ago

After playing last night, I get the feeling that the deck is being pulled into too many different directions. My advice is to lean into the cantrip effects while protecting Feather and the other creatures, and try to win through combat as soon as possible. I think that the token subtheme is solid, but I'd chuck the redirect shenanigans. It would make for a good laugh when/if it finally goes off, but the combo is too fragile, too expensive, and takes up way too many card slots.

My suggestions (in no particular order):

In: 25

Maybe:

  • Purphoros, God of the Forge - On the fence with this one, but I think you have enough token generation to warrant him.
  • Twinflame - Multiple Heroic trigger and synergizes well with Purphoros
  • Spawning Breath - Puke up tokens for ramp/Purph triggers. Bonus points if you proc Heroic.
  • Assemble the Legion - Another iffy card that I'd probably only run with the Purph package. It pretty much has to be answered or it will get out of control, but it takes time.
  • Skullclamp - Plenty of tokens to draw cards off of. May already have enough card draw, if there is such a thing. Test to find out.
  • Bathe in Light - Protection for likely many of your creatures, but no card draw, and it doesn't protect against board wipes.
  • Grand Abolisher - We aren't a particularly counter-heavy meta, but I think this might warrant an include to protect from getting hit with a 2-for-1 destroy spell in response to your targeting your creature with a spell. This deck will be reliant on swinging hard every turn.
  • Duergar Hedge-Mage - We have a pretty enchantment/artifact heavy meta, but if you are fast enough, it may not matter.
  • Runaway Steam-Kin - Useful for storing up some red mana for those X spells, but there aren't many in the deck currently.
  • Vandalblast - cough Meta cough
  • Soul's Fire - Good way to finish someone off, if you can't get through easily. Might not be necessary.
  • Emerge Unscathed - Protection. The free cast is nice, but lacks the card draw.
  • Sentinel Tower - Iffy on this one, but I think you'll cast enough spells to make this valuable.
  • Graceful Reprieve - ETB triggers/"Protection". Definitely better than Gift of Immortality in this deck, but you should be able to keep your creatures alive without needing this.
  • Teferi's Protection - Dodging boardwipes is useful, but this may be unnecessary. No way of abusing Feather's ability here.
  • Gilded Lotus - Colored mana rock, but with such a low average CMC, this may not be necessary relative to the cost.
  • Fell the Mighty - Board wipe that will let you keep at least something of yours. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Austere Command - Value city. Likely to be used to wipe other threats while keeping your own. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Chandra's Ignition - paired with one of the spells that give protection or indestructible, and targeting a heavy hitter, you can wipe everyone else's creatures and keep your own. Might be too heavy-handed, but probably worth testing.
  • Bandage - Card draw/possible protection. The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
  • Heal - Card draw/possible protection The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.

Out: 25

  • Crowd's Favor - Not sure that it does enough to warrant a card slot, especially without drawing you a card.
  • Galvanic Blast - Part of the cut redirect package. Little use outside of said package.
  • Liberate - Currently, the only ETB effects in the deck are Captain of the Watch and Stuffy Doll 's choose a player clause, both of which I would recommend cutting. It would synergize with the Purph package, but even still I'm not sure it warrants a spot, given all the protection you already have.
  • Lightning Bolt - Part of the cut redirect package. Little use outside of said package.
  • Lightning Strike - Part of the cut redirect package. Little use outside of said package.
  • Magnetic Theft - There are currently only two equipments in the deck, and you're unlikely to face too many equipments in our meta, since your decks make up most of the equipment in said meta.
  • Shock - Part of the cut redirect package. Little use outside of said package.
  • Authority of the Consuls - The small amount of lifegain is unlikely to be needed. The hatebear effect is too easy to play around.
  • Gift of Immortality - This card doesn't synergize with much of anything. You're better off running protection spells that Feather can return to your hand.
  • Guilty Conscience - Part of the cut redirect package. Little use outside of said package.
  • Indestructibility - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Pariah - Part of the cut redirect package. Little use outside of said package.
  • Shielded by Faith - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Boros Reckoner - Part of the cut redirect package. Little use outside of said package.
  • Captain of the Watch - There are only 3 other soldiers in the deck. She might (barely) make the cut, if you had Purphoros, but I'd likely still cut her.
  • Coalhauler Swine - Part of the cut redirect package. Little use outside of said package.
  • Fabled Hero - Basically, just a beater. I'd much rather proc the other Heroic triggers in order to get tokens to protect against forced sacrifice effects.
  • Firesong and Sunspeaker - You have 1 white spell that can trigger this, and that is if you swords your own creature. You have 6 (cut to 2 with these suggestions) red spells that will gain you life. Using Blasphemous Act to gain a bunch of life is neat, but lifegain in Commander is often negligible due to commander damage, and with so few ways of actually triggering this card at all, it definitely doesn't make the cut.
  • Stuffy Doll - Part of the cut redirect package. Little use outside of said package.
  • Truefire Captain - Part of the cut redirect package. Little use outside of said package.
  • Fire Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Marble Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Pariah's Shield - Part of the cut redirect package. Little use outside of said package.
  • Pearl Medallion - Not enough high CMC white cards to warrant this, especially since it doesn't discount the color cost.
  • Chain Lightning - Part of the cut redirect package. Little use outside of said package.

mal099 on Guilty Dinosaurs

8 months ago

Perhaps Generator Servant would be good?

Turn 1: Mountain

Turn 2: Plains, Generator Servant

Turn 3: Plains, sacrifice Generator Servant , play Frilled Deathspitter , play Guilty Conscience , play Ajani's Presence , attack, victory.

Would also help you play Sun-Crowned Hunters , which is quite expensive. I'd probably remove the reanimation spells for it.

Steelspike on Secret Tech you have found!

9 months ago

Near-Death Experience and Stunning Reversal . Never gotten it off, but it seems super hilarious.

Stuffy Doll and Guilty Conscience and any sac outlet. I HAVE gotten this one off, much to the saltiness of my opponent.

Familiar Ground and Gruul War Chant is pretty funny.

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