|Commander / EDH||Legal|
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|Guilds of Ravnica (GRN)||Uncommon|
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Creature — Human Wizard
, : Draw a card.
, : Copy target instant or sorcery spell you control with converted mana cost X. You may choose new targets for the copy.
League Guildmage Discussion
1 week ago
Dual Casting , Bonus Round , Dualcaster Mage , Expansion / Explosion , Fork , Fury Storm , Increasing Vengeance , Insidious Will , Izzet Guildmage , League Guildmage , Nivix Guildmage , Reiterate and Repeated Reverberation all immediately win you the game with another instant or sorcery, Ral and your signature spell. You don't need all of these, bu adding some of the more budget-y options might be good. Most also work well with the rest of the deck. Just a thought.
8 months ago
Hey man, League Guildmage can't win via combo because it taps! Probe is a fine include, but Whispers isnt worth copying over things like Ponder etc. also this list hasnt been touched in awhile so go easy on its content ^_^'
8 months ago
How do you think League Guildmage would do as an alternate commander? It has the same ability that works with your combo (or am I trippin?) but also allows you to draw a card on its own.
9 months ago
I would cut these cards. All of these cards have strictly better versions, Ponder for example, Counterspell and Lightning Bolt - Bolt is not even playable in commander because its impact is just way to low and narrow, and Lightning Strike is even strictly worse than that card.
League Guildmage has awesome artwork, but its activated abilities cannot be used right away, can only be used once per turn and are very expensive for little gain, so I would suggest cutting it aswell, in favour of some mana rocks like Izzet Signet, which your deck ist very much lacking.
10 months ago
I think you can cut Invert / Invent and League Guildmage completely. In their place consider Electrostatic Field, Chart a Course, Blink of an Eye and Chemister's Insight. Hypothesizzle may be too expensive to cast as well. Ionize is amazing Izzet control right now. 4 Goblin Electromancer, Drowned Secrets and Psychic Corrosion are more than you need, 3 each will still let you draw them consistently while giving you room to add land or more of the instant/soceries that are going to do the damage you're looking for. You probably want at least 21 land, but possibly 24.
10 months ago
I was considering playing League Guildmage instead of Murmuring Mystic. It can get you alternative ways to draw through a land-clump or copy a spell. And it is still a wizard, co pairs up with the Wizard's Lightning. Or do you think that the 4CMC for the extra draw is simply too much?
Plus, do you think there is a way to survive cards like Ritual of Soot for this deck? Also, how does this deck fare against Boros aggro?
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
There is a difference, but honestly, Guildmages were never playable outside of Limited and maybe a few in commander, but never in standard. There is no difference between tapping and not tapping for the ability, unless you want to activate it two or more times. And if you can afford to activate your guildmage twice in any format, you are probably already winning.
In constructed, even though the guildmages have to tap, I think that it is OK. League Guildmage is great in Limited and both abilities are OK in Standard, where you can never realistically expect to activate the ability twice.
Legion Guildmage having the ability to push early damage with its first ability and late game damage with its second one is exactly what the guild wants to do in Limited.
Selesnya Guildmage is less useful, but your Rosemane Centaurs having trample or not is a really big deal. Heck, your Flight of Equenauts being chumped by a Bird token from Murmuring Mystic feels awful. And the second ability takes over the lategame in a stalemate.
Swarm Guildmage has two very useful abilities. The small ability is useful versus aggro, where golgari really struggles to trade efficiently. The large ability is useful as a game ender. Making Vigorspore Wurm unblockable is a huge deal that has won me multiple games. And in combination with something like Izoni, Thousand-Eyed, it is amazing.
House Guildmage being an instant-speed source of surveil at a good price is incredibly important in the early game to power up your Disinformation Campaign and Dimir Spybug and filtering away lands in the late game. Locking down a powerful creature is an underestimated ability.
TLDR - They have uses which you have chosen to dismiss for unknown reasons. Maybe not as much in commander (though I would still have both Swarm Guildmage and Korozda Guildmage in my izoni deck) though.
League Guildmage occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%