Civic Guildmage

Civic Guildmage

Creature — Human Wizard

Mana cost: {W}

How we read this card

Target creature gets +0/+1 until end of turn.

activated {G}, {T} — gives +0/+1

Put target creature you control on top of its owner's library.

activated {U}, {T} —

Causes: a creature leaves the battlefield.

Cares about: nothing.

Works well with

anything leaves the battlefield — 1 card in the game can cause this (Civic Guildmage is one).

  1. Shaun, Father of Synths — When Shaun, Father of Synths leaves the battlefield thanks to Civic Guildmage, it exiles a Synth you control

a nontoken Wizard enters the battlefield — 1,243 cards in the game can cause this (Civic Guildmage is one).

  1. Inalla, Archmage Ritualist — When Civic Guildmage enters, Inalla, Archmage Ritualist makes a token

a Wizard creature enters the battlefield — 1,264 cards in the game can cause this (Civic Guildmage is one).

  1. Diviner's Wand — When Civic Guildmage enters, Diviner's Wand triggers

a nontoken creature leaves the battlefield — 4,133 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage leaves the battlefield:

  1. Tokka & Rahzar, Unsupervised — puts a +1/+1 counter on itself
  2. Splinter, the Mentor — makes a token
  3. Rat King, Pale Piper — makes a token
  4. Dual Nature — exiles a creature

a creature leaves the battlefield — 4,238 cards in the game can cause this (Civic Guildmage is one).

  1. Lunarch Veteran // Luminous Phantom — When Civic Guildmage leaves the battlefield, Lunarch Veteran // Luminous Phantom gains you 1 life
  2. Rapacious Guest — When Rapacious Guest leaves the battlefield thanks to Civic Guildmage, it makes each opponent lose life equal to its power
  3. Extractor Demon — When Civic Guildmage leaves the battlefield, Extractor Demon mills a card
  4. Aang, Airbending Master — When Civic Guildmage leaves the battlefield, Aang, Airbending Master puts a counter on a permanent
  5. Dour Port-Mage — When Civic Guildmage leaves the battlefield, Dour Port-Mage draws you 1 card
  6. Vela the Night-Clad — When Civic Guildmage leaves the battlefield, Vela the Night-Clad makes each opponent lose 1 life
  7. Champions of the Perfect — When Champions of the Perfect leaves the battlefield thanks to Civic Guildmage, it triggers
  8. Phantasmal Mount — When Phantasmal Mount leaves the battlefield thanks to Civic Guildmage, it triggers
  9. Funeral March — When Civic Guildmage leaves the battlefield, Funeral March makes a player sacrifice a creature
  10. Sally Sparrow — When Civic Guildmage leaves the battlefield, Sally Sparrow triggers

21 other cards care about it too. These are the ones with the most connections.

a Human enters the battlefield — 4,639 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage enters:

  1. General Kudro of Drannith — hits a graveyard
  2. Heronblade Elite — puts a +1/+1 counter on itself
  3. Kyler, Sigardian Emissary — puts a +1/+1 counter on itself
  4. Thalia's Lieutenant — puts a +1/+1 counter on itself
  5. Champion of the Parish — puts a +1/+1 counter on itself
  6. Captain of the Mists — untaps itself
  7. Erkenbrand, Lord of Westfold — gives +1/+0
  8. Beregond of the Guard — gives +1/+1
  9. Théoden, King of Rohan — grants double strike
  10. Lossarnach Captain — taps a creature an opponent controls

2 other cards care about it too. These are the ones with the most connections.

anything attacks — 17,934 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage attacks:

  1. Far Fortune, End Boss — deals 1 damage
  2. Temmet, Naktamun's Will — draws you 1 card
  3. Grim Javelineer — gives +1/+0
  4. Invisible Woman — triggers
  5. Caesar, Legion's Emperor — sacrifices a creature
  6. Guide of Souls — triggers
  7. Campsite Cuisine — sacrifices a Food
  8. Gossip's Talent — triggers
  9. Banon, the Returners' Leader — draws and discards
  10. Toph, Earthbending Master — puts a counter on a permanent

113 other cards care about it too. These are the ones with the most connections.

a creature attacks — 17,934 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage attacks:

  1. Adaptive Omnitool — searches a library
  2. Anthem of Rakdos — gives +2/+0
  3. Kindred Discovery — draws you 1 card
  4. Invasion of New Capenna // Holy Frazzle-Cannon — puts counters on a permanent
  5. Chorale of the Void — brings a card back
  6. Anim Pakal, Thousandth Moon — puts a +1/+1 counter on itself
  7. Saw — sacrifices a creature
  8. Gisa's Favorite Shovel — makes an opponent sacrifice a creature
  9. Ultima Weapon — kills a creature an opponent controls
  10. Total War — kills a creature

182 other cards care about it too. These are the ones with the most connections.

a creature blocks — 17,934 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage blocks:

  1. Mage Hunters' Onslaught — makes a player lose 1 life
  2. Tide of War — sacrifices a creature
  3. Dead-Iron Sledge — kills a creature
  4. Dwindle — kills a creature

24 other cards care about it too. These are the ones with the most connections.

a nontoken creature attacks — 17,934 cards in the game can cause this (Civic Guildmage is one).

  1. Mardu Ascendancy — When Civic Guildmage attacks, Mardu Ascendancy makes a token

2 other cards care about it too. These are the ones with the most connections.

a creature enters the battlefield — 19,800 cards in the game can cause this (Civic Guildmage is one).

When Civic Guildmage enters:

  1. Slash, Reptile Rampager — deals 2 damage
  2. Ray Fillet, Wave Warrior — puts a counter on itself
  3. Bess, Soul Nourisher — puts a +1/+1 counter on itself
  4. The Neutrinos — gets +1/+0
  5. Wingnut, Bat on the Belfry — grants flying, haste and menace
  6. Aetherstorm Roc — puts a counter on a permanent you control
  7. Raphael, Most Attitude — exiles a card from your library

311 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Civic Guildmage is one).

  1. Prowl, Stoic Strategist // Prowl, Pursuit Vehicle — When Civic Guildmage enters, Prowl, Stoic Strategist // Prowl, Pursuit Vehicle puts a +1/+1 counter on itself

45 other cards care about it too. These are the ones with the most connections.