Clan Guildmage
Creature — Human Shaman
,
: Target creature can't block this turn.
,
: Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land.
- CMC
- 2
- Mana cost
- Color identity
- GR
- Rarity
- uncommon
- Set
- Ravnica Allegiance
- Price
- $0.09
- EDHREC rank
- #22851
Clan Guildmage offers two activated abilities on a two-mana body: pump a creature or give a creature trample until end of turn, both costing mana to activate at sorcery speed. The ceiling is low — you're paying extra mana every time to get effects that most green-red decks staple onto permanents for free.
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 | not legal |
| oathbreaker | legal |
Clan Guildmage is legal in Commander, Legacy, Modern, Pioneer, Vintage, and Oathbreaker, but sees essentially no play in any of them. In Commander, the activated abilities are too mana-intensive to matter at a table where everyone is curving into five- and six-drops; you need your two-drop slot doing something the turn it enters, not taxing your mana every subsequent turn. In competitive formats like Modern and Legacy, a vanilla 2/2 with pay-to-activate sorcery-speed combat tricks is simply not a viable rate. Clan Guildmage occupies a tier of card that gets drafted and forgotten.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.09 bulk tier
At $0.09, Clan Guildmage is deep bulk — the kind of card you find in a dollar box and leave there. That price reflects its play rate accurately and there is no demand pressure that would change it.
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Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.