Combine Guildmage

Variations

Parts

Combine Guildmage

Creature — Merfolk Wizard
2 / 2
, : This turn, each creature you control enters with an additional +1/+1 counter on it.
, : Move a +1/+1 counter from target creature you control onto another target creature you control.

 

 

 

Legalities

Not Legal
Alchemy
Future
Oldschool
Pauper
Paupercommander
Predh
Premodern
Standard
Standardbrawl
Legal
Brawl
Commander
Duel
Gladiator
Historic
Legacy
Modern
Oathbreaker
Penny
Pioneer
Timeless
Vintage

Rulings

2019-01-25

If either target creature is an illegal target by the time Combine Guildmage’s second ability tries to resolve, nothing happens. No creature loses or gets a +1/+1 counter.

 

2019-01-25

If a creature would normally enter the battlefield with no +1/+1 counters on it, Combine Guildmage’s first ability causes it to enter the battlefield with a +1/+1 counter on it.

 

2019-01-25

If the first target creature for Combine Guildmage’s second ability has no +1/+1 counters on it as the ability resolves, nothing happens. The second target creature doesn’t get a +1/+1 counter.

 

Market Pricing

 NormalFoil
Low$0.03
Median$0.24
High$1,000.10
Market$0.10
Direct Low
Buy at TCGPlayer

Printings

 NormalFoil
Ravnica Allegiance$0.10

Pricing data provided by TCGPlayer