metamox
Combine Guildmage
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.
CMC
2
Set
RNA
Rarity
uncommon
Price
$1.04
FORMATS
CommanderLEGAL
Brawl (Historic)LEGAL
StandardNOT LEGAL
ModernLEGAL
Loading recent decks…
Comments & Rulings · 3
  • W
    Wizards of the Coast · official ruling
    If 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.
  • W
    Wizards of the Coast · official ruling
    If 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.
  • W
    Wizards of the Coast · official ruling
    If 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.