House Guildmage BB
Creature — Human Wizard 2(U/B)(U/B): Exile 1 instant or sorcery from your hand. If you do, whenever target creature deals combat damage to your opponent this turn, its controller may cast a copy of the exiled card without paying its mana cost. 3(U/B)(U/B): Discard 1 card. If you do, search your library for a card with the same type and converted mana cost as that card, reveal it, and put it into your hand. Then shuffle your library. Activate only as a sorcery. 2/2
Conclave Guildmage WW
Creature — Dryad Shaman (G/W)(G/W): Creatures you control have "T: Add 1 to your mana pool" until the end of turn. 4(G/W)(G/W): Create two 1/1 green Saproling creature tokens. You gain life equal to the number of creatures you control. 2/2
Combine Guildmage GG
Creture - Elf Wizard 1(G/U)(G/U): Move any number of counters from target permanent onto another target permanent with the same controller. 2(G/U)(G/U): If one or more counters would be put on a permanent you control this turn, that many plus one counters are put on it instead. 2/2
Legion Guildmage RR
Creature - Human Warrior 1(R/W)(R/W): Creatures of the color of your choice gain first strike until the end of turn. 2(R/W)(R/W): Target creature you control gets "Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking creature you control". 2/2
Swarm Guildmage GG
Creature — Elf Shaman 1(B/G)(B/G): Put a +1/+1 counter on each creature that entered the battlefield this turn. 4(B/G)(B/G): Return target permanent from your Graveyard to your hand, then put cards from the top of your library into your Graveyard equal to that card's converted mana cost. 2/2
Clans Guildmage RR
Creature - Goblin Shaman 2(R/G)(R/G): Target creature gets trample and +X/+0 where X is its power. Sacrifice that creature at the end of turn. 2(R/G)(R/G): Target creature you control fights another target creature you don't control. 2/2
Syndicate Guildmage WW
Creature — Spirit Wizard 1(W/B)(W/B): Each opponent loses 1 life and you gain that much life. 2(W/B)(W/B): Exile target player's graveyard. 2/2
League Guildmage UU
Creature - Goblin Wizard 2(U/R)(U/R): Return target instant or sorcery spell from your graveyard that was casted this turn to your hand. Then discard 1 card at random. 4(U/R)(U/R): Change target instant or sorcery spell's text by replacing all instances of "target" with "each.". 2/2
Cult Guildmage BB
Creature - Human Warrior 1(B/R)(B/R): Cult Guildmage deals X damage to target planeswalker or player, where X is equal to 4 minus the number of cards in your hand. 3(B/R)(B/R): Cult Guildmage deals X damage to target creature, where X is equal to 4 minus the number of cards in your hand. 2/2
Senate Guildmage UU
Creature - Human Wizard 1(W/U)(W/U): Target nonland permanent doesn't untap during its controller's next untap step. 2(W/U)(W/U): Target permanent you control gains hexproof until the end of turn. 2/2
These make sense to me in the context of the sets they are divided into, but in the sense of the world they belong to, they seem a bit odd, like, why does Dimir play nice with Rakdos, Orzhov, and Golgari, but not Azorious, Izzet, or Simic?
Also, your hybrids make some color pie breaks. For example, mono-W making each creature mana dork.
I'm aware of that. Still it is not that bad of a pie break, for example white did got some mana dorks in the past...and as a safety measure, it adds non colored mana which is less useful in monocolored decks anyways
Yep, that nails why asymmetric Guildmage make no sense in Ravnica.
I liked that ca. the first half made good references to the first two rounds of guild mechanics. Sad to see that theme prematurely abandoned.
Yeah me too, but to be honest the problem I had there was:
- Some of the mechanics where frankly imposible to translate becuase of how horrible they are per se (Haunt, Forecast)
- Some of the mechanics are too similar (Bloodthirst, Unleash, Scavenge) to have 3 Guildmages dealing with +1/+1 counters
- Some mechanics have been already dealed by previous iterations of Guildmages (Populate, Detain) So I had to twist those into similar abilities without being carbon copy of those already mentioned
I also admit that the last 4 ones or so I made them in a rush so I will impreve them mechanically in a moment. (Actually already changed Izzet one)
The abilities on the Rakdos guildmage should be swapped, and the second one should be able to hit planeswalkers or players. Generally speaking, spells and effects that only hit players or planeswalkers are cheaper than ones that hit creatures because the latter is going to have a greater effect on the board state most of the time.
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Creature — Human Wizard
2(U/B)(U/B): Exile 1 instant or sorcery from your hand. If you do, whenever target creature deals combat damage to your opponent this turn, its controller may cast a copy of the exiled card without paying its mana cost.
3(U/B)(U/B): Discard 1 card. If you do, search your library for a card with the same type and converted mana cost as that card, reveal it, and put it into your hand. Then shuffle your library. Activate only as a sorcery.
2/2
Conclave Guildmage WW
Creature — Dryad Shaman
(G/W)(G/W): Creatures you control have "T: Add 1 to your mana pool" until the end of turn.
4(G/W)(G/W): Create two 1/1 green Saproling creature tokens. You gain life equal to the number of creatures you control.
2/2
Combine Guildmage GG
Creture - Elf Wizard
1(G/U)(G/U): Move any number of counters from target permanent onto another target permanent with the same controller.
2(G/U)(G/U): If one or more counters would be put on a permanent you control this turn, that many plus one counters are put on it instead.
2/2
Legion Guildmage RR
Creature - Human Warrior
1(R/W)(R/W): Creatures of the color of your choice gain first strike until the end of turn.
2(R/W)(R/W): Target creature you control gets "Whenever this creature attacks, it gets +1/+0 until end of turn for each other attacking creature you control".
2/2
Swarm Guildmage GG
Creature — Elf Shaman
1(B/G)(B/G): Put a +1/+1 counter on each creature that entered the battlefield this turn.
4(B/G)(B/G): Return target permanent from your Graveyard to your hand, then put cards from the top of your library into your Graveyard equal to that card's converted mana cost.
2/2
Clans Guildmage RR
Creature - Goblin Shaman
2(R/G)(R/G): Target creature gets trample and +X/+0 where X is its power. Sacrifice that creature at the end of turn.
2(R/G)(R/G): Target creature you control fights another target creature you don't control.
2/2
Syndicate Guildmage WW
Creature — Spirit Wizard
1(W/B)(W/B): Each opponent loses 1 life and you gain that much life.
2(W/B)(W/B): Exile target player's graveyard.
2/2
League Guildmage UU
Creature - Goblin Wizard
2(U/R)(U/R): Return target instant or sorcery spell from your graveyard that was casted this turn to your hand. Then discard 1 card at random.
4(U/R)(U/R): Change target instant or sorcery spell's text by replacing all instances of "target" with "each.".
2/2
Cult Guildmage BB
Creature - Human Warrior
1(B/R)(B/R): Cult Guildmage deals X damage to target planeswalker or player, where X is equal to 4 minus the number of cards in your hand.
3(B/R)(B/R): Cult Guildmage deals X damage to target creature, where X is equal to 4 minus the number of cards in your hand.
2/2
Senate Guildmage UU
Creature - Human Wizard
1(W/U)(W/U): Target nonland permanent doesn't untap during its controller's next untap step.
2(W/U)(W/U): Target permanent you control gains hexproof until the end of turn.
2/2
I liked that ca. the first half made good references to the first two rounds of guild mechanics. Sad to see that theme prematurely abandoned.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
I'm aware of that. Still it is not that bad of a pie break, for example white did got some mana dorks in the past...and as a safety measure, it adds non colored mana which is less useful in monocolored decks anyways
Yeah me too, but to be honest the problem I had there was:
- Some of the mechanics where frankly imposible to translate becuase of how horrible they are per se (Haunt, Forecast)
- Some of the mechanics are too similar (Bloodthirst, Unleash, Scavenge) to have 3 Guildmages dealing with +1/+1 counters
- Some mechanics have been already dealed by previous iterations of Guildmages (Populate, Detain) So I had to twist those into similar abilities without being carbon copy of those already mentioned
I also admit that the last 4 ones or so I made them in a rush so I will impreve them mechanically in a moment. (Actually already changed Izzet one)