Skarrg Guildmage


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

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Set Rarity
Gatecrash Uncommon

Combos Browse all

Skarrg Guildmage

Creature — Human Shaman

RG: Creatures you control gain trample until end of turn.1RG: Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land.

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Skarrg Guildmage Discussion

dragonstryke58 on aurification against attacking creature land

2 months ago

To add just a little to merrowMania's answer, since the gold counter isn't removed from the land, if you were to reanimate the land with Skarrg Guildmage (say next turn), the animated land would once again gain the "wall" subtype and "Defender" if Aurification is still on the field.

merrowMania on aurification against attacking creature land

2 months ago

Please link all cards in your question: Aurification, Skarrg Guildmage

Your land would return to being a land, but it would have a Gold counter on it. The effect that animates the land ends, so it is no longer a creature (making the second ability of Aurification moot). Aurification only gives CREATURES an extra type and Defender, which in no way keeps the land animated.

lagotripha on Fangor Werewolf Aggro

3 months ago

ok, so a few quick fixes- mostly to the manabase. Gruul Turf will help you reach those higher mana costed creatures and provide fixing, Karplusan Forest and Pinecrest Ridge are helpful, especially pinecrest with the cast werewolves/transform werewolves tempo, as is Jund Panorama and Naya Panorama. I'd want a little more haste enablement, and some more activated abilites to spam, but meh looks ok. Skarrg Guildmage or Savageborn Hydra perhaps.

wildmoar on It's GReat!

5 months ago

Skarrg Guildmage would fit nicely

JerichoDarkstar on Mina and Denn, Born to be Wild.

6 months ago

Well, I'm really stepping out of my league here because I'm not very familiar with setting up Red/Green interactions, and I always feel overwhelmed looking at a Commander deck. Always afraid I'm missing something important with the synergy of how the cards are supposed to work. But, I'll give it a go.

You could probably do with a Bloodbraid Elf. Haste is a really good plus, but I think the Cascade in a Commander deck is pretty useful. It helps you sort through the 99 cards quicker.

If you are going with the Landfall trigger, you might definitely want to consider Atarka's Command. In multiplayer matches, you can hit everyone for 3. Then play a land on top of that. If you are playing more than one land on a turn, you're really getting the most bang for your buck with Landfall.

On that note, Xenagos, the Reveler is a great ramp card with his +1 if you have a lot of creatures. Getting a 2/2 with haste for 0 is pretty sweet, too. But his -6 is definitely a must. If you exile any land cards, and then put them onto the battlefield,they all trigger Landfall. Imagine you have Omnath, Locus of Rage and use the -6 to get 3 lands onto the battlefield. That's 3 5/5 tokens. Pretty nice.

Skarrg Guildmage could be useful with turning the abundance of lands you have into 4/4 creatures

Domri Rade can help you get through your deck quicker with his +1. And that -7... geez.

Radha, Heir to Keld might be a good addition. It's a definite ramp card that could give you even more if you attack. (Also, it would be nice if you could give it Vigilance so it could attack, give you RR, then tap for G)

Nissa, Worldwaker... oh my god @ this card! Iz 2 stronk! Eye can-knot tke it!

Okay, in all seriousness, this card is beast if you're doing Landfall. Her first +1 can breath life into the abundance of lands you have. Her second +1 is an amazing help when you are trying to ramp. And her -7... is a game winner. Imagine getting as many basic lands as you want out, triggering all the Landfall that comes from them, and then having an army of 4/4 Tramplers. It's beautiful! So beautiful, I might cry... if I wasn't too busy smashing faces in.

Anyway, that's all the suggestions I can think of. I hope they give you some ideas and help a little. Good luck!

clayperce on Rith and her tokens

6 months ago

Very nice deck here ... looks like it would be a lot of fun to play and you did it on a tight budget!

You also have a bunch of cards I haven't seen with Rith before, and they seem like really good fits. For example, I've been focusing on Unblockable effects in my Rith deck than on Trample, but thanks to your Dragon Fangs, Skarrg Guildmage, and Thunderfoot Baloth, I'm relooking that with Trample in mind.

My Rith is over at Smashface Gardening w/ Rith; pleaes feel free to drop by any time!

Draw well!

senordiablo on Multi-headed Menace

7 months ago

For the Trample, you may want to consider Nylea, God of the Hunt sure it costs a bit more than Elvish Herder and Skarrg Guildmage to play, but it is Indestructible and it can work with the Devotion theme you have going.

You may also want to think about either Fervor or Hammer of Purphoros to use along with Hydra Broodmaster's monstrosity.

theGentlemanSeal on Jund EDH - Prossh

7 months ago

I really like all the synergy between the token generators and Prossh, himself. That being said, Bane Alley Blackguard, Undergrowth Scavenger, Last Kiss, Godtracker of Jund, Scarland Thrinax, Skarrg Guildmage and Grisly Spectacle could all be replaced with cards that suit this deck better. These cards aren't without their merit though, and keeping them in is always an option. After all, these are only my suggestions.

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