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Mages of all Guilds, Unite!

Commander / EDH*

FrancisGalloway


Sideboard


Maybeboard


A guildmage tribal EDH deck. Just casual for fun, the main goal is to run EVERY guildmage ever printed.

Picked Jodah as commander in case I want to go with wizard tribal synergy. The other option was Cromat, because he has a ton of activated abilities.

The "Acquireboard" stores the core deck: staples, 30 guildmages, and Jodah. "Sideboard" keeps lands and mana-fixing.

There's basically three paths I can take to build a Guildmage deck:

  1. Multicolored Tribal. Tome of the Guildpact turns all my mages into draw-one bears, Knight of New Alara turns them all into 4/4's. Solid plan, and it actually makes the weaker guildmages useful (just by being multicolored bears).

  2. Ramp/Activated Abilities. Cards like Training Grounds, Illusionist's Bracers, and Meekstone focus this deck on getting value out of the mages' abilities. This can be a bit wonky, as several of said mages have shitty options. But it is also probably the most authentic "Guildmage" deck build.

  3. Wizard Tribal. Azami turns all my guildmages into card draw engines, and if that's coupled with ramp it can quickly work my way through the whole deck.

Regardless of the path, there are some constants: the guildmages, Jodah, and a few EDH staples make 37 cards. My tutors are Muddle the Mixture, Supply/Demand, and Vedalken Aethermage.

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NOTES FROM TESTING:

  1. Ancient Ziggurat and Pillar of the Paruns are annoying af. Better off with something else
  2. Little mana-starved atm; have to add more fixing and RAMP
  3. No wizard tribal stuff, yet; might add it later

Underperforming guildmages:

  1. Boros: I thought haste would be better, but nah

  2. Civic: most of these 1-mana gms are useless

  3. Simic: No auras, and few +1/+1 counters

  4. Cult: The discard isn't useful enough to justify it, and ping face is worthless in this format unless I go infinite

  5. Duskmantle: One-card kill... if you have infinite mana already.

  6. Izzet: I have literally 3 sorceries in this deck

  7. Gruul: Trash

  8. Korozda: Kinda useless without graveyard shenanigans

  9. Orzhov: ...3 mana for one life? really?

  10. Rix Maadi: Possibly the worst one here besides Izzet, I'm not swinging enough to use either ability

  11. Shadow: Yeah, I've decided: one-mana guildmages have got to go.

Overperforming guildmages:

  1. Azorius: I knew it was gonna be good, but damn this thing is useful

  2. Dimir: Card draw is good. Forced discards are also good.

  3. Golgari: Really just for the +1/+1, that ends up being so good at creating a strong blocker

  4. League: Hey, 4-mana draw one isn't bad

  5. New Prahv: Repeatable pseudo-removal is good

  6. Sunhome: 4-mana 1/1's, yeet

  7. Skaarg: Makes good blockers, and repeatable too! Unlike cult...

  8. Swarm: Surprising, right? The health is nice, and the menace/pump is pretty useful too

TO BE REMOVED:

  1. That 4-mana golem thing

TO BE ADDED:

  1. Some infinite mana combo.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 2 Mythic Rares

24 - 5 Rares

49 - 1 Uncommons

12 - 0 Commons

Cards 103
Avg. CMC 2.51
Tokens Centaur 3/3 G, Elf Knight 2/2 GW, Emblem Kiora, Master of the Depths, Goblin 2/1 R, Octopus 8/8 U, Saproling 1/1 G, Soldier 1/1 RW, Spirit 1/1 C, Treasure
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