Combine Guildmage

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.

CMC
2
Mana cost
{G}{U}
Color identity
GU
Rarity
uncommon
Set
Ravnica Allegiance
Price
$1.06
EDHREC rank
#17383
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Combine Guildmage card art
Combine Guildmage turns a sacrifice outlet like Ashnod's Altar into a full combo engine — pay two mana, move a +1/+1 counter onto a creature, repeat with infinite mana and watch your board grow without limit. The cost is real: three mana to deploy plus activation costs means it does nothing without infrastructure already in place, so it earns its slot only in dedicated counter or sacrifice shells.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Combine Guildmage is a Commander card through and through — the format's longer games give it time to assemble the pieces it needs, and the prevalence of +1/+1 counter synergies in Simic shells makes its activations genuinely threatening. In Modern or Legacy it's far too slow and parasitic; no competitive shell wants a three-mana do-nothing that requires a full combo to matter. Pioneer is the same story. Commander is where Combine Guildmage finds its ceiling, slotting cleanly into any Simic or Sultai build that already wants counters moving around the board.

Key Combos

Combo lines featuring this card

Price Context

Current price

$1.06 cheap tier

At $1.06, Combine Guildmage sits at a price that reflects its narrow role — cheap enough to include without hesitation in the decks that want it, low enough that demand has never pushed it. It's unlikely to appreciate unless a future commander dramatically raises the floor on counter-transfer effects.

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