Results 1 to 4 of 4

Thread: MTG COTD: Gruul Guildmage

  1. #1
    Join Date
    Feb 2004

    Default MTG COTD: Gruul Guildmage

    Gruul Guildmage - Guildpact. Uncommon
    R/G R/G: Creature - Human Shaman
    (R/G can be paid with either R or G.)
    3R, Sacrifice a land: Gruul Guildmage deals 2 damage to target player.
    3G: Target creature gets +2/+2 until end of turn.

    Since guildpact is released, might as well start it with the release card they gave us. Obviously the worst of the 3 guildmages in the set since it's the one they gave us. Anyway.

    4 mana for a wanna be growth ability or 4 mana for a half assed shock that requires you to sac a land. Aint that great for aggro purposes but lategame, this could potentially be a game winner.

    The Duck's Rating: 2.5/5
    Micky Onimusha: ants are strogner than bears

  2. #2
    Join Date
    Nov 2004
    Philadelphia, Pennsylvania


    The first ability is great in the late game when you need to deal those final points of damage, the seconed ability is meh. 3/5

  3. #3
    Join Date
    Mar 2005



    It's a 2/2 for 2. Selesnya > Gruul.

    Selesnya can produce a saproling or give +1/+1 to all your stuff for 4.
    This 2 damage for 4 AND sack a land? Nuh-uh. And a half-witted Gather Courage for 4? PFFTT.

    2/5 at the best. It's better than One With Nothing but that's about it lol
    Props to MysticFlames for these!

    Remember the Beast Riders? THEY'RE BACK!!!
    Pokémon Origins Volume III: The War of Armageddon
    Finished, after 16 months!!

  4. #4
    Sergay Wang Guest


    It's balanced. If it didn't have the sacrifice land cost, it'd be too easy for people to burn people to death early in the game.

    It's second ability is understandable. While it's a bit pricey for +2/+2, it's infinite.

    As it is though, it doesn't fit the guild too much. With cards like Burning Tree Shaman, this creature is counter productive and the need to sacrifice lands is also a bit counter productive for Green in general.

    So far, as it is, this is how I rank the Guidemages:

    1- Selesnya Guidemage
    2- Golgari Guidemage
    3- Izzet Guidemage
    4- Gruul Guidemage
    5- Orzhov Guidemage
    6- Dimir Guidemage
    7- Boros Guidemage

    Well, Izzet is questionable, as it's strength is dependant on how many instants/sorceries of cost 2 or less you control, but it's reasonable to see it just above the middle.

    Anyway, it gets a 3/5. It's not overpowering like Selesnya but doesn't suck as bad as Boros.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts