Combine Guildmage GreenBlue

Creature - Merfolk Wizard
Combine Guildmage
Power/Toughness:
2/2
Artist:
Yeong-Hao Han
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Text:


1Green, Tap: This turn, each creature you control enters the battlefield with an additional +1/+1 counter on it.
1Blue, Tap: Move a +1/+1 counter from target creature you control onto another target creature you control.

Rulings:

  • 1/25/2019 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.
  • 1/25/2019 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.
  • 1/25/2019 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.
(Rulings updated 3 years ago)

Legality:

  • standard: Not legal
  • future: Not legal
  • frontier: Legal
  • modern: Legal
  • legacy: Legal
  • pauper: Not legal
  • vintage: Legal
  • penny: Legal
  • commander: Legal
  • 1v1: Legal
  • duel: Legal
  • brawl: Legal
  • oldschool: Not legal
  • historic: Legal
  • pioneer: Legal
  • gladiator: Legal
  • premodern: Not legal
  • historicbrawl: Legal
  • paupercommander: Not legal
  • alchemy: Not legal
  • explorer: Legal
  • predh: Not legal
  • oathbreaker: Legal
  • timeless: Legal
  • standardbrawl: Not legal

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