Is it me, or this time around guildmage design suck? See, original ones had hybrid manacost (X/Y)(X/Y) and their abilities each required only one color (either X or Y), and it made sense, because you could play them even in the deck with only one corresponding color. In RTR their manacost included two colors, as their ablilites' cost did. Which also made sense, because if you already paid XY for the creature, you are probably able to pay XY for the ability. These new ones have multicolored cost, but their abilities require only single color and are weaker (compare Conclave Guildmage, which makes 2/2 tokens for 6 mana, with Vitu-Ghazi Guildmage, which for essentially the same cost makes 3/3s (yes, I know, vigilance, but I'd rather trade it for +1 p/t). Making abilities cost only single color would maybe be justifiable if you could use them multiple times in a turn, but the tap requirement doesn't allow that! I am not complaining that the new guildmages are bad cards, they will be used in limited, as they always were. It's just that their design is... less explainable, I would say.
Well, his filtering ability is VERY strong, no two ways about it. He can protect himself from removal while your'e tapped out, which is also very relevant. Five mana and 4/3 body on the other hand... Still, probably will see Standard play.
Direct Current | 1RR
~ deals 2 damage to any target.
Jump-Start
Edit: oops, nath'd
I remember them being 4/2s, but the might have grown some more fat...
Virtually zero chance it's Incinerate, they abandoned regeneration.