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)