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Moxonomy

Swarm Guildmage

Creature — Elf ShamanBlack manaGreen mana

The two activations point in opposite directions, and that split is the whole tension of the design. The green mode is the cheap, defensive floor: two life for 1 generic manaGreen mana and a tap, a drip any board can spare that never touches your hand. The black mode is the expensive, offensive ceiling: a five-mana team pump for +1/+0 and menace, an evasion clause tuned for a go-wide attack that wants to slip past a lone chump blocker. This cycle of Guildmages is built as mana sinks, bodies you keep returning to once the top of your deck goes quiet, and most of them price their two abilities so the early and late game each get one. This one front-loads the gardener and back-loads the general: you tap for life while sitting behind a board, then graduate to the menace pump once the team is wide enough to close. The pump asks for a real commitment, though, because both modes tap the Elf: it cannot swing and pump the rest of the team in the same turn, so the 2/2 is a rear-guard engine rather than a beater. That is the honest cost of the ceiling. It is slow by intention, a value piece for a deck that plans to grind rather than burst, and the menace clause is the reward for a wide board that no longer needs the Shaman in the red zone.

Swarm Guildmage (grn)
GRN · #201uncommon
Pricing
Normal: $0.10
Foil: $0.34
Oracle Text

Rules text

4 generic manaBlack mana, Tap: Creatures you control get +1/+0 and gain menace until end of turn. (They can't be blocked except by two or more creatures.) 1 generic manaGreen mana, Tap: You gain 2 life.
Legalities

Format Status

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