Zameck Guildmage

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

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.

Rhadamanthus on Zameck Guildmage and counter doublers

2 weeks ago

You can use double square brackets around a card's name to create a reference link: Zameck Guildmage, Hardened Scales, Kami of Whispered Hopes. It's the best way to help make sure everyone understands what's going on in the question.

Hardened Scales will just add one more +1/+1 counter in your specific question. The effects from Zameck Guildmage will cause the creature to enter with two additional +1/+1 counters and Hardened Scales will see a creature about to enter the battlefield with one or more counters, so will add another one.

All of the effects here are replacement effects (you can usually tell by the use of one or more of the words "as", "with" or "instead"). Replacement effects replace the usual results of an event with a modified event. If multiple replacement effects could modify how an event affects a player or object, then the affected player or controller of the affected object chooses which one to apply first. The modified event might then become eligible for other replacement effects and/or no longer eligible for others. You keep going until there are no more unused replacement effects that can be applied and then the event happens.

In your example this means at first only the replacement effects created by Zameck Guildmage could apply to the creature entering the battlefield. After you apply one of them, now the other Guildmage effect and the Hardened Scales effect could apply to the modified event. Whichever one of those you apply first, the other can still be applied to the further modified event. After you apply that one there's nothing left to deal with and the creature ends up entering the battlefield with 3 +1/+1 counters. If there were a doubling effect involved here like Doubling Season then the order in which you apply the effects would matter and you'd get the most counters by applying the doubling effect last.

Psicholat on Counters Evolution

1 year ago

Ouroboros_47 thanks!

On the issue of bigger creatures:

The creatures with Evolve in the deck should be easily triggered, in order of evolution, by Vorel of the Hull Clade `s 4 toughness, a fed Avatar of the Resolute *, and a fat Hydroid Krasis with all the ramp and mana available. Additionally, the increase in counters should be empowered by spells, enchantments, and creature abilities (Vorel and Zameck Guildmage, hell even by lands. I thought of options of bigger creatures, but wanted them cheap to make the deck quicker - hence the lands in the maybe which for 2/3 mana can put on the table 0/6 or even 0/7 certainly triggering Evolve. Sticking with the first option tho for now.

On the suggestions:

I like the Pelt Collector!! Its cheap and it should be easy to "evolve", and trample is a nice addition as it also fits the theme of the deck. Thanks! I will pass on the Geist tho, I feel there are other better options.

Thanks!!

awmyers7216 on vorel hydras/+1/+1

3 years ago

Heyoo, hope you don't find this weird. I was bored and just looking through the decklist you sent me 5ever ago. I had some thoughts on cards you might want to consider, just food for thought.

Overwhelming Stampede - awesome sorc, and you normally have at least 1 stupidly massive creature. 3 to 4 dollars.

Zendikar Resurgent - double your mana, draw cards for playing creatures, 4 bucks.

Stonecoil Serpent - not a hydra, but an X spell for you to double counters on later with vorel. I have one of these that you can just have, its like 4 or 5 bucks.

Courage in Crisis - counter on a creature and a proliferate trigger for 3 mana, pretty solid. trash common card super cheap.

Invigorating Surge - another super cheap instant, doubles counters similar to vorel's ability.

Solidarity of Heroes - same effect, more double trouble ;).

Inexorable Tide - proliferate whenever you cast a spell... pretty OP. 5 bucks.

Increasing Savagery - wowsa, that's a lot of counters, and ONLY A DOLLAR. nasty.

Bred for the Hunt - Draw cards for creatures with counters dealing dmg, cheap too.

Rampant Growth - great counterspell in these colors, worth considering since you cast really expensive spells. 1 doll hair.

Lazotep Plating - you probably have 10 of these lying around. way to protect your shiz.

Beast Within - staple removal in green.

Zameck Guildmage card draw dawg, card draw for counters. tight tight tight.

Its practically hydra tribal, get yo'self a Coat of Arms , I think you already have one in your binder.

If you decide to shell out on some cards, I think a few more expensive cards worth your while would be: Primal Vigor Branching Evolution Cyclonic Rift Rampant Growth - I have this in my Kenrith deck, its pretty great. Double Vorel's effectiveness with an equipment.

Id also put in more common ramp spells than the "draw X cards, put an extra land into play". cards like Cultivate , Rampant Growth , etc.

Lands lands lands, need better lands. Get some stuff like Command Tower , Yavimaya Coast , Llanowar Reborn , Temple of Mystery , Oran-Rief, the Vastwood , Simic Growth Chamber .

Alrighty, my rant is over.

ThisIsMyAccount on Making Chasm Skulker Viable

3 years ago

I actually made my own budget deck with Chasm Skulker not too long ago. My Teferi, Time Quickener - Budget deck focused more on drawing extra cards to beef up Chasm Skulker and less on adding +1/+1 counters. I think what could be a good idea for this deck is to maybe use like a Hardened Scales deck shell and try to incorporate Chasm Skulker into that theme. I would say whatever direction you try to go with the deck to add a couple Scavenging Ooze. It is just such a good card.

I like the idea you have going on with Zameck Guildmage and Fuel for the Cause.

SnakeByte77 on Adaptation

3 years ago

Awesome deck!, but correct me if I’m wrong but are Vorel of the Hull Clade and Zameck Guildmage Standard legal?

I know they’re in the guild kits but those are standalone products akin to legacy or modern decks

alejandrojcg on

4 years ago

I did some of what you suggested alphonsy.

I added Mind Unbound, Zameck Guildmage, Etched Oracle and Soul Diviner for the card draw; Faeburrow Elder for the ramp and fixing; Gilder Bairn for other pump mechanic; and Experiment Kraj as a wildcard (since he can copy what other creatures may do).

Also lowered the black permanents and upped the blue ones. So it is now mainly green, blue and black second with splashes of red and white.

This has proven to be more difficult that what I thought. I feel iffy about how it's turning out. Will continue to accept suggestions.

bigdutts on Enchanted Rainforest

4 years ago

SWAP:

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