League Guildmage

League Guildmage

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.

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Set Rarity
Guilds of Ravnica (GRN) Uncommon

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

League Guildmage occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

League Guildmage Discussion

DuckManDew on Can League Guildmage copy Refocus ...

3 weeks ago

So my thinking is that

  1. Cast Refocus with Desperate Ritual spliced on to it. This spell goes on the stack.
  2. Tap League Guildmage to copy the Refocus on the stack for 3 mana. The copy is placed on the stack.
  3. Let the copy resolve. You untap League Guildmage, draw a card, and get 3 red mana due to Desperate Ritual.
  4. Now you use the 3 red mana to tap League Guildmage again and copy the original Refocus on the stack creating another copy that you let resolve and you do this infinitely to draw your entire deck.

      Does this work the way i'm thinking it does?

AxNoodle on Ride the Lightning

4 months 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.

Podkomorka on Copious Copies - Pauper EDH

1 year 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 ^_^'

wraya2 on Copious Copies - Pauper EDH

1 year 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.

TheDracogenius on Red Dragon Wizard Inc.

1 year ago

Radical Idea

Lightning Strike

Disdainful Stroke

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.

FSims81 on Izzet Mill

1 year 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.

Araignee on Izzet Christmas?

1 year 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?

Boza on The Guildmage Cycle

1 year 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

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