Awe for the Guilds
Sorcery
Monocolored creatures can't block this turn.
- CMC
- 3
- Mana cost
- Color identity
- R
- Rarity
- common
- Set
- Dragon's Maze
- Price
- $0.08
- EDHREC rank
- #24401
Awe for the Guilds taps all multicolored creatures your opponents control — at instant speed, for two mana — which is a clean answer to token swarms and combat math problems alike. It's a narrow card, but in the right multicolor-heavy pod it overperforms its price tag by a wide margin.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
Awe for the Guilds is Commander-first design: the more multicolor permanents at the table, the more work it does, and four-player pods full of three- and five-color decks are exactly where it thrives. In 1v1 formats like Legacy, Modern, or Pioneer it's too conditional — monocolor and two-color aggro decks simply ignore it, and no competitive shell wants a do-nothing against half the field. Pauper runs enough multicolor threats that it could see fringe sideboard consideration, but the effect rarely lines up cleanly enough to justify the slot. Stick to Commander, where Awe for the Guilds is a cheap, repeatable combat trick in multicolor-matters builds.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.08 bulk tier
At $0.08, Awe for the Guilds is deep bulk — grab a playset out of a commons box for pocket change. Bulk commons with this narrow a target audience don't appreciate, so treat it as a cheap role-player rather than a pickup with upside.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.