Combine Guildmage {G}{U}
Creature — Merfolk Wizard
{1}{G}, {T}: This turn, each creature you control enters with an additional +1/+1 counter on it.
{1}{U}, {T}: Move a +1/+1 counter from target creature you control onto another target creature you control.
2/2
Watermark: Simic
Illustrated by Yeong-Hao Han
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Combine Guildmage:
- 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. (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)