Simic Guildmage
Creature — Elf WizardPower and toughness2/2
Card text
( can be paid with either
or
.)
: Move a +1/+1 counter from target creature onto another target creature with the same controller.
: Attach target Aura attached to a permanent to another permanent with the same controller.
Showing Dissension#148
Price
0.21 $
Foil 5.75 $
17 printings
Daily estimate from Scryfall, not a shop quote.
Simic Guildmage rulings
For the first ability, the first target creature doesn’t need to have a +1/+1 counter on it. If it doesn’t, the ability does nothing.
For the first ability, if the two target creatures aren’t controlled by the same player when the ability resolves, the ability does nothing. The player who controls the two creatures doesn’t have to be the same player who controlled them when the ability was activated, and that player doesn’t have to be Simic Guildmage’s controller.
For the second ability, only the Aura is targeted. When the ability resolves, you choose a permanent to move the Aura onto. It can’t be the permanent the Aura is already attached to, it must be controlled by the player who controls the permanent the Aura is attached to, and it must be able to be enchanted by the Aura. (It doesn’t matter who controls the Aura or who controls Simic Guildmage.) If no such permanent exists, the Aura doesn’t move.
Simic Guildmage format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernLegal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHLegal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRLegal
All printings of Simic Guildmage 17
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