good maan rating 2/2 for 2 and is a elf so can run un a elf deck
SavageBrain89
★★★☆☆ (3.3/5.0)(3 votes)
Its activated abilities are far to expensive to be useful in any sort of way, which is a shame because Golgari are one of my favorite guilds. Its first ability would have been more useful if the necrotized creature actually came back into the battlefield instead of being sent to the hand, especially considering that the activated ability costs the same as Rise from the Grave and it requires a sacrifice. The secong activated ability however is absurd, five mana is way to much for a +1/+1 counter; the second ability really should have been cheaper. Overall a disappointing card, how unfortunate.
PolarisDeNexum
★★★★☆ (4.2/5.0)(3 votes)
Unfortunate card. Activated abilities are too expensive even the card CC is low 2 mana for a 2/2 elf is acceptable.
MDStrawHat
★★★★☆ (4.7/5.0)(5 votes)
I'm no genius right but it wasn't hard to guess what the comments would be. Guys it doesn't matter how expensive the abilities are. The point is its a 2/2 for two mana (reasonable enough in itself) that gives you options. If you've got any sense you'll just welcome those options without sweating about the mana. (once all your hands out what else you gonna spend mana on?? thats right things like this.)
Cyberium
★★★★☆ (4.8/5.0)(4 votes)
I give it 3.5/5
The reason being it's a 2/2 for 2, but at the same time its abilities are too expensive, albeit useful, in its guild. If the cost could be reduced by 1 or 2, it would be awesome. Perhaps the new Eldrazi Drones could help out on the cycling process of Golgari.
IshubarashI
★★★★☆ (4.2/5.0)(2 votes)
Expensive but works well with Savra, Queen of the Golgari although I guess it was kind of meant to. if you sacrifice a black/green creature while Queenie is on the battlefield you can make everyone else sacrifice a creature
On the other hand, you could always use Queenie in combination with Shambling Shell for a better reward and at almost no cost since it already has the sacrificing outlet built in, and a way to return the card to your hand.
Back to this card, only really seems helpful if used in conjunction with other cards in the guild, even then it's not the most efficient. I give it 2.5/5, as I can see how the card would be played but I'd rather not actually use it.
TheWrathofShane
★★★★☆ (4.5/5.0)(4 votes)
@MDStrawHat- The disapointing thing is tho if you look at the other guild mages there abilitys are more playable. You want the others in your deck just because of there abilitys, and the fact they are a 2/2 for 2 is a bonus. Other than that i agree a 2/2 with options for 2 is a nice thing to have.
vsasntore
★★☆☆☆ (2.3/5.0)(3 votes)
probably one of the worst guildmages. Its abilities are far to expensive, and there are many other cards that are 2 drops for 2/2 elves. Disappointing really; the golgari had a lot of potential.
infernox10
★★★★☆ (4.3/5.0)(3 votes)
It's so sad that my favorite guild had one of the least reliable guildmages out there.
Given, this guy has some real power-house abilities,
I truly feel that making them cost maybe even 1 less would let it be much more playable.
Now, not even splashing U for Training Grounds would really save this guy.
Bursama
★★★★★ (5.0/5.0)(3 votes)
Good in a elf deck, that floods with mana. As it doesn't require tapping, you can use all your extra mana to this.
kamuishirou
★★★★★ (5.0/5.0)(2 votes)
4 out of 5 easily. I'm not sure what most of you are talking about with the other guildmages, but both of his are great for card advantage. The +1/+1 counter sticks around for as long as the creature does, or if you have a creature that has great synergy with it. Like persist. And the fact that he sacs a creature to grab a creature out of the yard at instant speed is tremendous. If it was one less, I'd give it a 5, but seeing it only at a 3, I just had to chime in. And if you're playing Elves with Commander/EDH, you can create ridiculous mana and use his abilities multiple times a turn. Of course, this is all IMHO.
Wataa71
★★★★★ (5.0/5.0)(1 vote)
Isn't it ironic that he's illustrated by Zoltan "Boros"?
DoragonShinzui
☆☆☆☆☆ (0.5/5.0)(2 votes)
What? Just...what? *Collapses from laughter*
Rikiaz
★★★★★ (5.0/5.0)(2 votes)
In a deck it's a 2/2 for 2,which is on curve, with two useful abilities to dump your extra mana into at the end of your opponent's turn. It's not that bad really, at least it doesn't have the sorcery speed restriction that Dimir Guildmage has.
Kirbster
☆☆☆☆☆ (0.5/5.0)(1 vote)
": Do something I dunno : Who would you even bother"
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Exchanging a late game Saproling for a Mycoloth is a pretty good trade I imagine. Not sure why people would assume this ability is so bad. Hell, the +1/+1 counters would work on aforementioned Mycoloth!
Aside from his regular uses, he's another source of infinite-mana pump combos; which may be of use to someone out there; especially since it only requires green mana to do that.
Still... that second ability could be costed {2} less without anyone batting an eye. It'd also give him a lot of good self-synergy by pumping himself to a 3/3 the next turn if you have no plays.
Comments (16)
The reason being it's a 2/2 for 2, but at the same time its abilities are too expensive, albeit useful, in its guild. If the cost could be reduced by 1 or 2, it would be awesome. Perhaps the new Eldrazi Drones could help out on the cycling process of Golgari.
On the other hand, you could always use Queenie in combination with Shambling Shell for a better reward and at almost no cost since it already has the sacrificing outlet built in, and a way to return the card to your hand.
Back to this card, only really seems helpful if used in conjunction with other cards in the guild, even then it's not the most efficient. I give it 2.5/5, as I can see how the card would be played but I'd rather not actually use it.
Given, this guy has some real power-house abilities,
I truly feel that making them cost maybe even 1 less would let it be much more playable.
Now, not even splashing U for Training Grounds would really save this guy.
As it doesn't require tapping, you can use all your extra mana to this.
*Collapses from laughter*
Not sure why people would assume this ability is so bad. Hell, the +1/+1 counters would work on aforementioned Mycoloth!
Aside from his regular uses, he's another source of infinite-mana pump combos; which may be of use to someone out there; especially since it only requires green mana to do that.
Still... that second ability could be costed {2} less without anyone batting an eye. It'd also give him a lot of good self-synergy by pumping himself to a 3/3 the next turn if you have no plays.