Skarrg Guildmage

Creature — Human Shaman

{R}{G}: Creatures you control gain trample until end of turn.
{1}{R}{G}: Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land.

CMC
2
Mana cost
{R}{G}
Color identity
GR
Rarity
uncommon
Set
Gatecrash
Price
$0.10
EDHREC rank
#18447
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Skarrg Guildmage card art
Skarrg Guildmage gives a Gruul creature deck two relevant activated abilities on a single two-mana body: a repeatable +3/+3 and trample pump, and a land-animation effect that turns surplus mana into a 4/4 threat. The catch is that both abilities cost three mana apiece, so the Guildmage demands a high-mana environment to pull its weight.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Skarrg Guildmage is a niche inclusion — it fits best in high-mana Gruul shells that can sink six or more mana into activations each turn, like Xenagos, God of Revels or Stonebrow, Krosan Hero decks looking for late-game mana sinks. Constructed formats tell a harsher story: in Modern and Pioneer, three mana for a one-turn pump on a 2/2 body is too slow against efficient removal, and dedicated Gruul aggro lists have no interest in a card that doesn't threaten the board on its own. Legacy and Vintage are theoretically legal but irrelevant — the card doesn't approach the power level those formats demand. Commander is the only home where Skarrg Guildmage earns a slot, and even there it's a role-player rather than a staple.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.10 bulk tier

At $0.10, Skarrg Guildmage is deep bulk — the kind of card that fills a box without ever commanding a premium. Don't expect price movement; the card sees narrow Commander play and zero competitive demand, so it stays at floor.

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Mentioned

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