CREATURE — MERFOLK WIZARD
Combine Guildmage
, : This turn, each creature you control enters with an additional +1/+1 counter on it.
, : Move a +1/+1 counter from target creature you control onto another target creature you control.
FORMATS
CommanderLEGAL
Brawl (Historic)LEGAL
StandardNOT LEGAL
ModernLEGAL
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Comments & Rulings · 3
- Wizards of the Coast2019-01-25 · official rulingIf either target creature is an illegal target by the time Combine Guildmage’s second ability tries to resolve, nothing happens. No creature loses or gets a +1/+1 counter.
- Wizards of the Coast2019-01-25 · official rulingIf a creature would normally enter the battlefield with no +1/+1 counters on it, Combine Guildmage’s first ability causes it to enter the battlefield with a +1/+1 counter on it.
- Wizards of the Coast2019-01-25 · official rulingIf the first target creature for Combine Guildmage’s second ability has no +1/+1 counters on it as the ability resolves, nothing happens. The second target creature doesn’t get a +1/+1 counter.