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Moxonomy

Shadow Guildmage

Creature — Human WizardBlack mana

A black one-drop that taxes you blue and red mana to function: that is the design tell of the Mirage-era guildmages, a five-card cycle whose members each wore one color on the body but reached into the two colors flanking it on the wheel for their activated abilities. The conceit was a top-down riff on guild membership: a wizard trained across the color pie, charging you off-color mana for off-color tricks. Here the menu is a bounce that returns one of your own creatures to its library top (a way to reset an enters-the-battlefield trigger, dodge a removal spell, or smooth your next draw) and a pinger that deals 1 to any target and 1 to your own face. Neither ability runs clean: the blue mode demands a second color and only ever helps your own board, while the red mode bills you a life every time you fire it. That self-inflicted point is the discipline that prices the repeatable damage; you pay the toll in life as well as mana, so it never reads as a strict upgrade on a generic one-damage shock. Read the cycle together and you see early design wrestling with multicolor identity before gold cards and hybrid mana settled the question: a mono-colored creature whose toolbox quietly insists you run three colors to unlock it.

Shadow Guildmage (wc97)
WC97 · #js140common
Pricing
Normal: $0.39
Foil:
Oracle Text

Rules text

Blue mana, Tap: Put target creature you control on top of its owner's library. Red mana, Tap: This creature deals 1 damage to any target and 1 damage to you.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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