|Commander / EDH||Legal|
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Creature — Elf Wizard
((G/U) can be paid with either (Green) or (Blue).)
(1)(Green): Move a +1/+1 counter from target creature onto another target creature with the same controller.
(1)(Blue): Attach target Aura enchanting a permanent to another permanent with the same controller.
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Simic Guildmage Discussion
1 month ago
Hey there. I'm building a new commander deck and really like the aura moving ability of Simic Guildmage. I wanted to build around that a bit but also would like to put some redundancy in the deck so I don't need to specifically tutor for the Guildmage every game.
Though I'm currently building a Sultai deck I'd be interested to know if there are any off-colour sorts because it's still an interesting ability to me. I'm not really sure what to look up on gatherer to find such a card, though.
Any help would be greatly appreciated, thanks in advance!
4 months ago
The combo does work. It's a bit of a strange combo (quite fun actually), but it involves the key distinction between "attack" and "attacking" in the Magic lexicon. To attack is the process of declaring a creature an attacker. Attacking is just when the creature is attacking. It is possible for a creature to be attacking, without declaring that the creature "attack." For example, cards put into play with Kaalia of the Vast are attacking, but they never "attacked."
Simic Guildmage allows you to attach either Lignify or Darksteel Mutation to Medomai the Ageless. Medomai loses all abilities, including the prohibition on it attacking during extra turns. You can declare the 0/1 abilityless insect or 0/4 abilityless treefolk as an attacker. Using Simic Guildmage's ability, which is at instant speed, you can remove the enchantment after attackers are declared. Medomai is now "attacking" but never "attacked" while she had that pesky "cannot attack during extra turns" ability.
Since you have an untap step at the beginning of each additional turn, you can untap your lands, and continue to use Simic Guildmage's ability each extra turn.
Again, it is convoluted, but a fantastic combo. Good find.
bomb_arie, have you considered Strionic Resonator? It would provide another method of copying the extra turn ability. With artifact untap shenanigans, you could conceivably get up to eight extra turns (Double strike = 2, two combat phases = 4, Resonator on each trigger = 8). That would require fairly significant mana investment, but even one additional trigger with Resonator could prove useful.
4 months ago
Hi, i really like your deck +1
I am building my own Kumena deck and i have some suggestions, use them as you please ;)
How do you feel about Wanderwine Prophets Would be amazing with all the unblockable synergy you got going on ;)
Forgotten Ancient You will collect a lot of +1/+1 counters to move around :)
Do you think 35 lands will be enough, seems a litlle low, even though your mana curve is low as well :)
How good do you think one could use this as a template to become a good blue player, by learning to determine when to counter, control and use abilities? :)
4 months ago
In that case, don't change anything except the Tasigur, the Golden Fangs. The point of Bloodghast is that you can sacrifice it multiple times in a turn and keep bringing it back. Bloodsoaked Champion doesn't really fit that plan because you have to attack first.
Winding Constrictor, Hardened Scales, Simic Guildmage, Kitchen Finks, and Avatar of the Resolute are some other options in place of Tasigur, the Golden Fang. Evolutionary Leap may also be a nice sac outlet, especially with undying.
5 months ago
Thank you for the suggestions.
My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).
Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).
Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.
Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).
Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.
Again, thanks for the time you took to help me with the deck.
5 months ago
How about Simic Guildmage? Requipping everything to the unblocked guy sounds good.
6 months ago
Say I have a creature enchanted with Dragon Fangs, and there's a Mycosynth Lattice and Bludgeon Brawl on the battlefield, and I go to equip the Aura to another creature that isn't enchanted with it, what exactly happens? Are both creatures attached to the Dragon Fangs, or does the enchantment side fall off when I move to equip it to something else?
Does the Enchantment still go to the graveyard if the enchanted creature is sent to the graveyard, even though as an equipment it would ordinarily just fall off and wait to be equipped again?
Also, say a card like Simic Guildmage says to 'attach' the Equipment Aura to a creature and it isn't currently equipped to something, is the new creature both enchanted and equipped upon that ability's resolution?
Thanks in advance.
6 months ago
Okay, you asked me for advice, so here goes. Hope it's not too harsh. ;D
I'm just gonna start with creatures for now.
Advocate of the Beast seems super out of place, you don't have a single beast in the deck, so unless I'm missing something...
Same thing for Arcum Dagsson. You don't have a single artifact creature in the deck, and your only way to make them is Cultivator of Blades. If you can't reliably activate him he's just a really inefficient 2/2. Also, I assume you were going to use him to find Gonti's Aether Heart, but honestly, I don't think you have enough artifact/energy support to make that worthwhile either. If you cut Gonti's heart, you might as well also cut your other energy cards.
Hermit Druid is only good if your a heavy graveyard deck or are using him to combo, so I'd cut him.
Simic Guildmage is neat utility, but it's painfully inefficient. 2 mana to move a single counter. No thank you. But that's just me.
Also you have two Kydele, Chosen of Kruphix.
Some very very good creatures I would suggest instead:
Deranged Hermit: 5 mana for 5 exp is a good rate.
Shrieking Drake is an MVP. Any unspent blue mana? Convert it into experience at a 1:1 ratio.