Adventurers' Guildhouse
One of a cycle of guildhouses from a set that bet heavily on banding as a load-bearing combat mechanic, this one grants the game's most baroque keyword (bands with other legendary creatures) to a subset that, at the time of printing, barely existed in the card pool: green legends. The grant is static and continuous, applying to your green legends for as long as the land is in play and asking nothing in return. The catch is that you needed multiple legendary bodies on the battlefield to do anything with it, and the payoff (attacker-controlled damage division through a band of legends) is among the most rules-dense combat sequences the game has ever asked players to resolve. The design reflects an early bet that banding would stay central to combat across the game's future, with each color tied to its own tribal banding effect. The mechanic was retired from new design within a few years, which left the guildhouses as fossils: permanently active, almost impossible to leverage, and instructive about what the game tried to be before combat was streamlined into the flying/trample/reach vocabulary that replaced it. Read it less as a card to play and more as surviving documentation of a combat system Magic abandoned.
