Sunhome Guildmage

Creature — Human Wizard

{1}{R}{W}: Creatures you control get +1/+0 until end of turn.
{2}{R}{W}: Create a 1/1 red and white Soldier creature token with haste.

CMC
2
Mana cost
{R}{W}
Color identity
RW
Rarity
uncommon
Set
GRN Guild Kit
Price
$0.30
EDHREC rank
#19462
Buy on TCGplayer
Sunhome Guildmage card art
Sunhome Guildmage puts two meaningful activated abilities on a two-mana body — token generation and double strike for a turn — but both abilities cost four or more mana each, so the card demands a high-mana-output shell to earn its slot. In the right deck it closes games; in a casual pile it sits as an expensive do-nothing.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Sunhome Guildmage is a Commander card through and through — the mana investment both abilities demand only makes sense in a format with 40 life totals, ramp payoffs, and multiple combats to capitalize on double strike. In Modern and Pioneer it is strictly unplayable; two mana for a 2/2 with no immediate impact and abilities costing four and five mana puts it far below the power floor those formats require. Legacy and Vintage have the mana to activate it in theory, but far better finishers exist at every point on the curve, so Sunhome Guildmage will never see a competitive table in those formats. Stick to Commander, specifically in Boros or four-plus-color builds that can generate the mana surplus to fire both abilities in the same turn.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.30 bulk tier

At $0.30, Sunhome Guildmage sits firmly in bulk territory and is not going to appreciate — it's a narrow Commander role-player with no competitive demand propping up the price. Pick it up for a quarter in a trade binder and don't think twice about the budget.

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Mentioned

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