Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

Guile
Lorwyn


Reviewed October 3, 2007

Constructed: 2.86
Casual: 3.71
Limited: 4.00

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 

BMoor

Guile

It's a 6/6 for six mana that's very hard to block, and if it's killed, it goes back to your library. Actually, "back into your library" is probably worse than your graveyard-- while in the grave you can target it with a Zombify, but a card in your library has to be drawn or tutored for, and then played. Then there's the whole bit about getting to steal any spell you counter. Will this find a place in mono-blue counterspell decks? Most people have claimed that counterspells have been so watered down that a deck of them just isn't powerful enough. Certainly by the time this comes down, you won't still be packing a fistful of counters. But it's still quite potent. I'd give it a try.

Constructed- 3.4
Casual- 4.5
Limited- 4.9

Aethereal

Friday - Guile

A big blue finisher. I would consider this for mono-blue, because it does win the game. The ability that it adds to your counters is a nice touch, but probably won't see too much use, as you should win 3-4 turns after you drop this. I think it depends a lot on the metagame whether you play this or Draining Whelk as your mono-blue finisher, but if Kithkin becomes a popular and strong deck, Draining Whelk will probably be a better choice.

In limited, however, you play this if you can support the trip blue. It keeps coming back, and is hard to deal with.

Constructed - 3.5
Casual - 4.5
Limited - 4

David Fanany

Player since 1995

Guile

I'm not sure what to do with Guile. He wants to go in a mono-blue control deck, but by the time he gets into the playing field, a mono-blue control deck should be trying to win, and his ability that lets you play countered spells yourself probably isn't very relevant. He does fit the main criteria for a mono-blue control finisher, being big and hard to block, but mono-blue control isn't very good in an aggro metagame, which I'm expecting with Lorwyn. I suppose you could make one based on tempo with lots of Snapback, Riftwing Cloudskate, and Unsummon, but then his ability becomes pretty much irrelevant again. Even if Guile never ends up making the cut in constructed, he'll win lots of limited games by being so difficult to block.

Constructed: 2/5
Casual: 2/5
Limited: 4/5

Arcane
Guile

Constructed: Most Spikes want to win the game with the cards they pay six mana for and Guile is easily in that category. Take one part large body, another part evasion and the ability to recycle itself into your library in almost any situation that would remove it makes this already a house that is hard to deal with; overpowering the aggro creatures for the most part and being able to act as a finisher in a deck that wants to stay light on threats but heavy on control. The extra ability is the one that your opponent is going to have a hard time with, turning every counterspell into a deflection/persuasion. Don’t be fooled by a blue mage tapping out to put this fatty into play either as a Pact of Negation in hand is an easy way of being caught off guard and having your spell stolen. It is expensive though, and can’t be reanimated like a lot of decks would love.

Casual/Multi: A problem with playing a counterpell type deck in a circle of more than two players is that you’re constantly only trading one for one; your counterspell and whatever spell you counter. While this is fine in a duel, in multiplayer, there are X many other players who are all going to have spells to cast as well and it’s hard to stop them all. Guile is going o help balance this out as players are going to think twice about slinging a spell knowing that they’ll end up in your control rather than in their graveyard. The library recycling mechanic is going hurt for decks that love to reanimate but is going to help win the long haul as it’s hard to eliminate a threat that won’t stop going back to its owners’ graveyard.

Limited: All of the incarnations are bombs. They are all huge creatures for their cost, with evasion (except for the red one) and they all come back again and again. 6/6s are extremely difficult to deal with in the format, requiring at least 2 creatures most of the time. The blue one pushes that one further and makes it so that you’re opponent is going to need to commit 3 creatures to even stop this in its tracks. And with the average low toughness of creatures in the set, those creatures are headed to the ‘yard and will be lucky if they take Guile with it. While I don’t normally recommend counterspells in limited formats, there are a few relatively cheap ones that can help out and really bury your opponent. Counter their removal spell, aim it at one of their creatures and I’ll be surprised if they don’t fold right there.

Constructed: 3.5
Casual: 3
Limited: 4
The Missing Linc

-Balding for just over 5 years
-Playing MTG for just over 10

Guile

While expensive, any good blue mage knows a finisher in a control deck needs evasion and some sort of reusability. This provides both with a fantastic extra. Will the the cost keep it out of most decks. Yes. However, if mono-blue control rises from the depths, then this will definitely be an inclusion. Wizards seems to want to make mill competitive again. Unfortunately, this new cycle of cards once again defuses that hope. Narrow in use...but I like it.

Constructed: 2 in most, 5 in mono-blue control
Casual: 4
Limited: 3
PsychoAnime

#1 Magic Noob in Canada since 2002
Guile

6 mana is a lot. It has a great evasive ability though and it makes your counters better but I think this a win-more card. Against control, countering counters doesn't do much good. Too bad Remand is rotating out or you could play a spell, counter it with Remand and the net result is you got to Buyback a spell for 2 mana. Then again, that's still pretty bad because you have to have this out first.

If you actually get this out, you're probably winning so would wouldn't need to copy your opponent's spells.

It's a giant beatstick in limited though and can be a great Johnny card in casual.

Constructed: 1/5
Casual: 2/5
Limited: 3.5/5
Swordmaster13 Friday's card is the blue Incarnation Guile, perhaps the best of the bunch. This card is a big body that costs 6, though triple blue makes it mainly a monoblue control card. It carries a psuedo-evasion ability in that in cannot be blocked except by three or more creatures and it is almost impossible to permanently remove as it is shuffled into your library if it does die. Guile's real shining point is that it makes counterspells better. It you use a spell or ability to counter a spell, Guile allows you to remove that spell and play it without paying the mana cost. Imagine countering a big creature, perhaps another Incarnation like Dread or Vigor, or perhaps a big spell with Guile on the field. You can play that card, and by Turn 6, your opponent can play some big spells that your counter magic can make a lot better. Cards like this are why Gaddock Teeg exist.

Limited:4/5(with the right spells at your disposal, Guile can be quite powerful if you run enough blue)
Constructed: 4/5(Blue decks that use a lot of counter spells can be potentially powerful)

Copyright© 1998-2007 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.