Rakdos Guildmage

Rakdos Guildmage

Creature — Zombie Shaman

*( can be paid with either or R]].) *

, Discard a card: Target creature gets -2/-2 until end of turn.

: Create a 2/1 red Goblin creature token with haste. Exile it at the beginning of the next end step.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Uncommon
Archenemy (ARC) Uncommon
Dissension (DIS) Uncommon
Promo Set (000) Uncommon

Combos Browse all



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

Rakdos Guildmage Discussion

Austin_Smith_of_Cards on The Final Act

1 year ago

I really appreciate the theme of a Rakdos deck purely from cards from the Ravnica blocks.

Carnival Hellsteed and Chaos Imps are beaters probably worth looking into as well as Rakdos Guildmage and Rakdos Pit Dragon .

hungry000 on Arcane Training Grounds Combo

1 year ago

Hey, thanks for the suggestions, but im not trying to make this deck competitive or anything. Im generally trying to stay away from expensive cards like Walking Ballista (the original deck was a prototype, so I just let loose with the budget). Walking Ballista is a really good card though, better than Rakdos Guildmage, however the guildmage is more on-theme so I prefer it ;)

That being said, while the payoffs are creatures, it's literally impossible for an opponent to disrupt me if they don't kill Izzet Guildmage or Training Grounds right off the bat, before I combo off. Since you draw your entire deck, you'll always hit the one Gigadrowse, and you can use it to tap all their permanents. You can also bounce all of their permanents with the Eye of Nowhere, and again tap all their permanents while making infinite mana with Psychic Puppetry + Psychic Puppetry. If I'm worried about something in their hand that they can cast for 0 mana, I usually play Dimir Guildmage and make them discard everything in their hand (if I combo off with Manamorphose I always make some black mana) After doing one of those things you'd play a Guildmage and then kill them. The hard part is getting the first Izzet Guildmage to survive a turn.

Lab Maniac is a good idea though, I forgot about him. I actually included Eye of Nowhere in order to get around Worship and Leyline of Sanctity, now I realize that Lab Maniac would solve that problem... the only thing is that he's useless if I draw him early, which is something I tried to avoid when choosing my combo pieces (this is the reason I took out Lava Spike). I think I'll add him to the sideboard.

I'll think of your other suggestions when I try making a more creature-heavy version of this deck, earlier I was fiddling around with a Jeskai Training Grounds deck with Mistmeadow Witch and Azorius Guildmage and stuff that went more for control. Ghost-Lit Warder could be neat in that list, Banefire I think would be a good win-con.

Again, I really don't expect this deck to do well at all against any deck that packs removal or counterspells lol. It's way too easy to kill Izzet Guildmage or counter the first spell, however I really love this deck just cuz it's super fun when it works. (Sry for the long reply lol, and thanks for checking out my deck :D)

hungry000 on Training Grounds Combo

2 years ago

Thanks so much, that's really helpful. Though after testing a bit I don't think the Fateful Showdown is super necessary, since the only thing that could stop an Emrakul or Rakdos Guildmage is Ensnaring Bridge, and there's already an Echoing Truth in there to deal with it... then again, it's a super spicy way to win and easier to win with than Blue Sun's Zenith, so there's that. Then AGAIN, Blue Sun's Zenith allows the deck to win at instant speed, which could be important in certain scenarios... idk

I really like the idea too. It's so satisfying to pull off. There are some problems with the deck though: it's hard to find all three combo pieces and go off through removal in a timely fashion and a bunch of the creatures (Guildmages and the Mistmeadow Witch) rely on having a Training Grounds out to stall the game well enough to get to the combo... they're really slow and kinda useless without one. They're fun and on-theme, though, and I guess that's all that matters in a janky deck.

Now that I look back at those medium-sized walls of text, I realize that I was rambling a bit. sry about that. also, thanks for commenting, I'm really excited about this idea and I hope more people show up to help nurture it.

Sanity_Cleaver on Xira Arien Multiplayer Control

3 years ago

Haha glad to see my decklist has inspired you! :)

Man Nissa is a beast, she does so many things so I don't know if she can truly be replaced.But Borderland Ranger does this same thing as the flip side, Frontier Guide can search up lands repeatedly, something like Blood Scrivener might be able to draw you into some extra cards- but probably the best budget replacements I can think of might be Jade Mage and Yavimaya Elder. Jade Mage lets you spit out little saprolings for incremental advantage over the long game. If you're more concerned about the ramp and draw parts, the Elder is great. And although Rakdos Guildmage does vastly different things, he's still pretty amazing.

Basically what you are looking for in the Nissa slot is a solid value creature that generates some sort of card advantage.

DaringApprentice on Witness Me! (Concept)

3 years ago

Hey UnleashedHavok, no problem, I dig your deck, too! I agree, it is really different from mine, lol. I've definitely considered those two before, and though I won't include Bone Shredder due to my anti-Phyrexian flavor preferences, Stingscourger seems like a powerful and fun way to control the board. I'll definitely see if I can make a spot for it!

I've only played this deck once, and I didn't last too long, haha, but I feel like there's a decent amount of control in this deck. For creature removal, for instance, I might use Rakdos Guildmage, High Priest of Penance, Spear of Heliod, Nekrataal, King Macar, the Gold-Cursed, Triad of Fates, Brutal Hordechief, Warstorm Surge, or Solar Tide. Not exactly removal, but Grenzo, Havoc Raiser and Citadel Siege can also prevent me from being attacked by certain creatures. Thoughts about using these as creature removal?

DaringApprentice on Witness Me! (Concept)

3 years ago

Thanks for the excellent suggestions! I am mostly using spellshaper discard abilities, since the idea of discarding my entire hand makes me nervous, but I will keep those suggestions in mind! I use Cryptbreaker, Devout Witness, Rakdos Guildmage, Sparkspitter, Undertaker, and Faithless Looting to enable Alesha's ability, and I use Cryptbreaker, Disciple of Bolas, Mentor of the Meek, Triad of Fates, and Faithless Looting for card draw.

Gidgetimer on Infinite combat phases

3 years ago

So I realized halfway through this that the tokens would have to connect but decided to finish because I was already committed to it. Most of those also assume an evasive creature to copy in order to work. I have gone back through and bolded the ones I think could actually work. Mana from creatures could be Bear Umbra, Savage Ventmaw, or mana dorks.