Meddling Mage


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

Printings View all

Set Rarity
Alara Reborn (ARB) Rare
Planeshift (PLS) Rare
Promo Set (000) Rare

Combos Browse all

Meddling Mage

Creature — Human Wizard

As Meddling Mage enters the battlefield, name a nonland card.

The named card can't be cast.

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Recent Decks

Meddling Mage Discussion

TypicalTimmy on Let's Discuss: Shards, Wedges, and ...

5 days ago

Hello everyone, :)

I thought this would be a nice topic to discuss and just waste time with. It'd be nice to throw around ideas and opinions, as well as help introduce newer players to terms and mechanics they may be unfamiliar with.

What are your favorite Shards, Wedges, and Guilds and what about them appeals the most to you, and why?

Each of these terms refers to multicolored pairings. The difference is how many colors are paired.

Shards, referring to Shards of Alara, are a three-color pairing of either of the following five combinations:

  • Bant ()
  • Esper ()
  • Grixis ()
  • Jund ()
  • Naya ()

The unique aspect of Shards is that it is a single color paired with BOTH of it's Allied Colors. This tends to make Shards uniquely powerful in respect to their ability to play off of one-another's strengths. Such is the case with Esper, having the controlling aspects of white, blue, and black all at it's disposal. Or for another example, Naya which plays off being able to create vast tokens and make them huge, quickly.

Wedges, named after the clans of Tarkir, are the following:

  • Abzan ()
  • Jeskai ()
  • Sultai )
  • Mardu )
  • Temur ).

What makes Wedges powerful is that by aligning with BOTH of it's Enemy Colors, it is able to become far more flexible in it's assault. You can do multiple things, easier, with Wedges. For example, in Temur you can have the benefit of big creatures / ramp while still maintaining a decent pool of counter spells or burn spells as you see fit. Abzan is known for making huge creatures with +1/+1 counters, but what's nice is that while you strengthen your boardstate, you can also create a large divide between life totals with white and black pulling each other apart.

Guilds, named after the Guilds of Ravnica, are uniquely powerful in their own right. There are ten of them in total, which means there are five that are Allied Colors and five that are Enemy Colors. These play into the same benefits, and therefore weakness, as the Shards and Wedges from prior - Just to a somewhat lesser degree in terms of their overall flexibility. But what they lack in flexibility, they make up for in their potential. The less colors you have, the more honed your deck can become toward a singular (or duality, in some cases) goal.

The Allied Guilds are the following:

  • Azorius Senate ()
  • House Dimir ()
  • Cult of Rakdos ()
  • Gruul Clans ()
  • Selesnya Conclave ()

The Allied Guilds are powerful in their respect that their two colors benefit from the same strategy. Both white and blue love to control, so Azorius is a powerhouse in control. Both black and red love to destroy, so Rakdos is a slaughterhouse in mayhem.

On the other side of the coin are the Enemy Guilds.

The Enemy Guilds are the following:

  • Orzhov Syndicate ()
  • Izzet League ()
  • Golgari Swarm ()
  • Simic Combine ()
  • Boros Legion ()

What makes the Enemy Guilds powerful is actually their seemingly contradictory ideologies. For example, if black loves to kill, but green loves to grow... Then how in the heck can the Golgari Swarm even function?? Simple. You sling big creatures into your graveyard, and resurrect them for a lot less. Likewise, if red wants to burn but white wants to control and spread, How can Boros work?? Well, if you play cheap white control cards and bide your time to heavy burn spells, you can spread life totals and board advantage farther in your favor with each passing turn.

Every one of these, be it a Shard, a Wedge, or a Guild has a unique purpose that can be built around. It's up to us, the players, to find those purposes and build upon each of their individually unique abilities.

So with that being said, I'm curious: What are your favorite Shards, Wedges, and Guilds and why?

I personally love big, flashy cards. For me, winning is a lot more enjoyable if I can do so by bringing some kind of unique flare to the game. For example, Reverberating a See the Unwritten to free-cast four of my most powerful creatures from the top 16 cards of my library is totally awesome and fun. Likewise, nuking the board with Bontu's Last Reckoning and dropping in an Eerie Interlude on top of it is just painfully hilarious.

I absolutely adore Gruul for it's fast-paced, huge beatsticks that only serve to die in glorious combat.

But I also love the divide Orzhov creates, where I can just sit back and let life totals aggro out of control.

But I'd have to say, if I feel especially aggressive and shitty, I can always just kill everything in my warpath with Rakdos. Oh, you Meddling Mage'd my Terminate. Haha... Murdered. Screw you.

For Wedges and Shards, I like to go more broad rather than narrow. For this, Jund, Esper, and Naya are my go-to combinations.

Jund, essentially the love-child of Gruul and Rakdos, gives me my stupidly big creatures with my sociopathic onslaught.

What I love about Esper though is it's ability to hit multiple angles at once. Do I want to mill? I can. Do I want to raise some tokens? I can. Do I want to counter your spells? I can. Do I want to stop you from even playing the game?? ... Yeah, I can. Esper is like a blank canvas. I could build three Esper decks in the same format, and all three do something totally different. And I love that.

And with Naya, well... If you're a self-proclaimed Timmy and you DON'T love Naya, then you're not a Timmy, now are you? ;)


Woah. I literally just noticed that all three of my favorite three-colored combinations are actually Shards. See, already learning stuff about ourselves :D And that's exactly why I wanted to make this thread :3

TypicalTimmy on Why Do So Few Decks ...

2 weeks ago

You can also cheat him out with Garruk, Caller of Beasts. I currently run 3x in my Nayafriends modern deck where I can also cheat them out with Samut, the Tested or Nahiri, the Harbinger if I want to both attack and produce their tokens the same turn.

It's a fun card. But too long to get out for Modern.

When you considered a Path to Exile / Terminate / Meddling Mage hault them in their tracks, to name a few. Plus without Haste, it's a dead card for a whole turn.

Ramping into a dud that will be an immediate target generally isn't a good idea, especially in Modern. :/

Silverdrake on America (Jeskai Control)

2 weeks ago

I like the Settle the Wreckage, nice touch. Not sure if you have Humans in your meta but splitting your wraths in half also helps you dodge the Meddling Mage lock. I'm more of an Esper guy myself, but I definitely get your reasons for going Jeskai. Something I'd recommend at least trying is a 1-of Cyclonic Rift in the board. I tried it on a whim and it's worked miracles for me. It can bounce Blood Moon with just a single basic island if it gets through your countermagic. It can bounce Liliana of the Veil in response to her +1 when your opponent is on an empty hand so they're forced to discard her to her own ability. It can throw back delve threats that are too big to burn like Tasigur, the Golden Fang and Gurmag Angler. It can bounce a Pithing Needle so you have a chance to counter it on the way down. All of this with the added benefit of, if you take the game late (which you obviously want to) it turns into the only wrath that TRULY wipes your opponent's board.

Whatever you decide to do, good luck!

RhinoSmash on Jeskai wizards

3 weeks ago

My 2 cents:

I think Wizard's Retort is better than logic knot in this build. Especially after board and people board in gy hate to stop snapcaster and Jace. Small change, but still might be worth a shot.

Also, this comes from not playing the deck and not really giving the manabase a try, but Cavern of Souls or Unclaimed Territory (as a budget option) might be necessary as a 4 of in this build to help make sure you can cast your Meddling Mages into your Adeliz, the Cinder Wind or Vendilion Clique. into or might not be all that simple unless you're willing to shock yourself into oblivion with lands.

Good luck and welcome back!

SynergyBuild on Procellam Legit [[Ad Nauseam]]

3 weeks ago

I have seen some lists use both in concern for Meddling Mage effects, though I imagine Angel's Grace or Ad Nauseam being named would be worse.

Oloro_Magic on Procellam Legit [[Ad Nauseam]]

3 weeks ago


First off thanks for the upvote!!!!!! I was actually having this conversation with a friend at a pptq the other day and both of us kind of came to the conclusion that you only want conflagrate if you are scared of things like Slaughter Games or Meddling Mage and even then it's not a huge issue if you play it right.

The big drawback to Conflagrate is that it removes our ability to go off at instant speed being a sorcery, the result with Conflagrate is often the same as lightning storm (though I would argue that it is much much worse against control) but that removed flexibility and the fact it can be hated out by graveyard hate unlike lightning storm makes it the worse option bar very specific circumstances.

Hope that clears it up when I get around to making a primer I plan on going through all the different options for wincons and their pros and drawbacks.

Beda69 on esper controll

3 weeks ago

SilverdrakeThank you again for the feedback.

For graveardhate i decied to go with Leyline of the Void because i think Rest in Peace cut off a lot of my own cards.

I want to split my wraths because Meddling Mage.

Stony Silence looks good against affiniti but also tron or KCI i think.

Blessed Alliance and Collective Brutality both flexible and i imagen good against aggro with the opotunety to kill something and gain life. Celestial Purge as a cheap removle for everithing in the right matchups.

I think Leyline of Sanctity is most efficent as a 4 off in the sideboard so i have good chances to have it on my startinghand. After i get Thoughtseize or Inquisition of Kozilek it's not that impressive to play Leyline of Sanctity on turn 4. But maybe i see in testing that hexprofe for me is that important.

I have now cuttet all Negate in the sideboard and i'm not sure about that. It's so powerfull in a lot of matchups and i'm not sure i have enough to board in i case i want to board out most of my creature removle.

I will update you after my first matches.

Archaos on Jace and Big Tef's Mighty Miracle Show

3 weeks ago


Wrath of God over Supreme Verdict is mostly a hedge against Meddling Mage, although running either is fine.

And playing more than one Entreat the Angels leads to more clunky hands that this deck already has. Every miracle you open with is pretty much like you took a mulligan.

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