Clan Guildmage

Creature — Human Shaman

{1}{R}, {T}: Target creature can't block this turn.
{2}{G}, {T}: 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
{R}{G}
Color identity
GR
Rarity
uncommon
Set
Ravnica Allegiance
Price
$0.09
EDHREC rank
#22851
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Clan Guildmage card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.