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Magic the Gathering card analysis: Guile

"Guile" is a 6/6 blue elemental incarnation printed as a rare for the Magic the Gathering expansion set known as "Lorwyn." Originally, it was printed in the Lorwyn expansion set. Then, it would be reprinted back in 2008 for the duel deck set known as "Duel Decks: Jace vs. Chandra." It would be printed for the side representing blue planeswalker "Jace Beleran." This is the type of card that can be used in an aggressive-control deck that uses blue cards. It is one of the five elemental incarnations printed in the Lorwyn expansion set.


The converted mana cost for Guile is six. You will need three blue mana and three colorless mana to bring Guile from your hand and onto the battlefield. For what Guile can do, the converted mana cost is well worth it. This is a card with several amazing abilities for the most part. If you are using a control deck full of counter spells, Guile is a very handy creature to have. Having two in a deck should go a long way. While the mana cost is worth it, it is still expensive. You will need a good sense of mana acceleration in the form of artifacts. In a multicolored deck, you can use "Mana Reflection" if you are also using green.


What does Guile do in the first place?


The first ability is very good for attacking. If you attack with Guile, your opponent cannot block unless s/he has at least three creatures. Three creatures are needed to block Guile. In this respect, your opponent will take six points of combat damage for the most part. If a creature such as "Darksteel Colossus" is your opponent's only creature let alone defending creature, s/he cannot use it to block Guile. This is something that is rather handy for the most part.


In an Exalted deck, Guile comes in handy if it attacks alone. You can deal more combat damage if Guile attacks alone and your opponent does not have three creatures to block with.


The second ability is very handy if you have plenty of counter spells. If you would play a spell that would counter another spell, you can Exile that card from the game. Doing so lets you play the spell without paying its mana cost. In this respect, you Exile the card in order to play it. This also saves you mana which you can use for another spell.


The third ability is very great. Should something send Guile to the graveyard, you get to shuffle it back into your library. If you have something like "Archmage Ascension" with enough charge counters on it, you can search your library for Guile again.


Overall, Guile is a great card to have if you are using blue. In a mono-blue deck, you have a faster chance of being able to play Guile. Should you have a control deck with many counter spells, Guile is pretty handy.



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Magic the Gathering card analysis: Guile

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    by Can Tran

    "Guile" is a 6/6 blue elemental incarnation printed as a rare for the Magic the Gathering expansion set known as "Lorwyn."

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