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Combine Guildmage

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

Illustrated by Yeong-Hao Han

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#163
RarityUncommon
ReleasedJan 25, 2019
EDHREC rank#18,263

Prices

USD$0.15
USD foil$0.44
EUR€0.09
EUR foil€0.45
MTGO0.03 tix
Rulings (3)
  • 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.

    Jan 25, 2019 · Wizards of the Coast
  • 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.

    Jan 25, 2019 · Wizards of the Coast
  • 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.

    Jan 25, 2019 · Wizards of the Coast

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