Zameck Guildmage


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Zameck Guildmage

Creature — Elf Wizard

: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it. , Remove a +1/+1 counter from a creature you control: Draw a card.

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Zameck Guildmage Discussion

ZendikariWol on Atraxa +1/+1 counters for critters

2 weeks ago

Okay so just going through my list here, I can split it into a couple lists: counter producers, counter enhancers, and counter synergies.

Counter producers give +1/+1 counters to things. Among them are Anafenza, the Foremost, Bloodtracker, Chasm Skulker, Daghatar the Adamant, Dragonscale General, Drana, Liberator of Malakir, Hangarback Walker, Heroes' Bane, Managorger Hydra, Mikaeus, the Lunarch, Prime Speaker Zegana, Toothy, Imaginary Friend Citadel Siege, Curse of Predation, Ajani, Adversary of Tyrants, Cathars' Crusade, Echoes of the Kin Tree, and finally, arguably the best of this group, Ajani, Mentor of Heroes.

Counter enhancers increase the counters placed on things: Gilder Bairn, Pir, Imaginative Rascal, Vorel of the Hull Clade, Winding Constrictor, Doubling Season, Hardened Scales, Primal Vigor, and Solidarity of Heroes.

Finally, counter synergies, such as Abzan Battle Priest, Armorcraft Judge, Battlefront Krushok, Cenn's Tactician, Fathom Mage, Zameck Guildmage, Hindervines, Inspiring Call, and Bred for the Hunt.

Boy oh boy do I hope that's enough to get ya started. There you go.

aholder7 on Simic - graft/proliferate

2 months ago

So I’m going to try and give some advice since you’ve been gone 12 years (I think that what you said I your forum post).

Modern is pretty fast. By turn 4/5 you should have your decks plan in fully motion. Aggro decks want you dead by about then. Midrange decks want to have their strong dudes out and you to have little resources. Control wants to have a lock on the board. Whatever you want to do you need to be able to get to turn 4 alive and with your deck doing what it needs to do.

As of right now your deck doesn’t do enough at that point. So I’d suggest one of three options. 1) ramp. Get the mana you need earlier so that you can start dropping your threats sooner. 2) Control. Removal and counter spells to slow your opponent down to your speed. 3) innovate. Restructure your deck around another idea that can impact the game sooner. Examples being to focus on cheap creatures with +1/+1 counters and use root kin and a few other grafters with abilities as your top end instead of the base. You also need o be aware that removal is extremely prominent in modern. You can’t have too many creatures that rely on others to be good. Graft decks are hard in modern for that exact reason. Path to Exile, Fatal Push and Lightning Bolt are the most popular 1 drop removal spells and there’s almost a dozen options at 2 cmc. Always expect every color to be packing enough removal to take out several of your creatures.

For option 1 you’ll want things like Elvish Mystic or Sakura-Tribe Elder to get more mana to drop creatures. Gyre Sage might also help you with your graft base.

For option 2. Remand, Mana Leak, and Delay are good choices to start for counter spells. I’m not well versed in blue green removal but you’ll want to look into that as well. The idea is that you don’t need to stop them forever. Just long enough to resolve your threats and kill them.

And for 3. Avatar of the Resolute, Obsessive Skinner might be an option, Song of Freyalise, Zameck Guildmage. All options for ways to reduce the cost of your deck and I literally just searched for “creatures counters” and restricted to your colors. You’d easily be able to find better options yourself once you have a better idea of what exactly you’d want to do.

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

2 months ago

Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.


  1. Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.

  2. Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks

  3. Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.

  4. Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.

  5. Simic Initiate - not a standalone threat, and weak to removal.


  1. Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.

  2. Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.

  3. Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.

  4. Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.

  5. Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.

Land changes:

-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing

+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.

+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.

  • Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.

aeginidae on Simic Evolve EDH (with combos in description)

3 months ago

I really like the idea of this deck and the level of detail you've put in explaining it! I'm glad for your realism in explaining your infinite combo.

The thing that worries me in this kind of deck is getting the +1/+1 counters on my creatures to begin with. Is that something you have a problem with? I know the evolve and graft keywords can be nice for that, and Novijen, Heart of Progress, Zameck Guildmage, and Oran-Rief, the Vastwood are powerful resources for that, so I wonder if maybe some more cards that can tutor any land, like Sylvan Scrying could be handy.

Additionally, how much work do Crocanura, Battering Krasis, and Cloudfin Raptor put in once they're beefed up? I tend to be a little afraid of Evolve creatures that don't do anything special with their counters like Gyre Sage or Fathom Mage, but I love their flavor and I'd be so glad to play them if they can contribute to one's board presence and maybe make a couple of meaningful attacks.

Again, I love this deck's flavor and function. Thanks for sharing and keeping it updated!

Force_of_Willb on

5 months ago

Since Fathom Mage is your only way to draw cards and get gas, have you thought about Sage of Fables? it curves nicely into Fathom Mage and Master Biomancer (whom both are wizards) so you would draw a card instantly off of Fathom Mage. Plus if Fathom Mage gets too strong to continue to evolve/draw cards you can remove counters to draw.. (suggest removing Varolz, the Scar-Striped). Zameck Guildmage could also be considered but would require mana to add counters when you cast and doesn't care about creature type, but the card draw would be the same.

Also with many of your creatures costing 4 of more maybe a mana accelerator like Devoted Druid whom later game can be abused for multiple times in the same turn due to the extra plus counters.

Lastly Undergrowth Champion seems like he would be pretty good in the deck and helps with earlier turns and gets bigger over time. Difficult to combat against favorably. Has usual draw backs to exile and creature destruction, but could at least be a sideboard consideration against red decks..

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