Combine Guildmage

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Show All Legalities >>
Brawl | Legal |
Commander | Legal |
Duel | Legal |
Explorer | Legal |
Gladiator | Legal |
Historic | Legal |
Legacy | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Timeless | Legal |
Vintage | Legal |
Card Set | Ravnica Allegiance |
Card Type | Creature — Merfolk Wizard |
Rarity | Uncommon |
Mana Cost | |
Card Stats | 2 / 2 |
Card Text | , : 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. |
Card Number | #163 |
Artist | Yeong-Hao Han |
Subtypes | Merfolk , Wizard |
Card Languages | Chinese Simplified , Chinese Traditional , English , French , German , Italian , Japanese , Korean , Portuguese (Brazil) , Russian , Spanish |
Frame Version | 2015 |
Border Color | Black |
EDHREC Rank | 15390 |
Has Foil? | Yes |
Reprint? | No |
Is Promo? | No |
Oversized? | No |
Joke Card? | No |
In Starter? | No |
Time Shifted? | No |
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Card Rulings
2019-01-25If 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.
2019-01-25If 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.
2019-01-25If 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.