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Magic: The Gathering: The Best Rares of Guildpact

Updated on August 21, 2020
Jan Michael Ong profile image

I have been playing Magic: The Gathering since 1994 and have won a few draft tournaments in MTGO and MTG Arena.

Guildpact has some quality rares that have mechanics such as Bloodthirst, Haunt, and Replicate. These mechanics enhance your arsenal and give you more gameplay options.

Abyssal Nocturnus

Abyssal Nocturnus is a black creature that costs one colorless and two black mana.

It has two power and two toughness.

Whenever an opponent discards a card, Abyssal Nocturnus gets plus two power and plus two toughness and fear until end of turn.

This card is an excellent addition to discard decks as it gets larger and gains limited evasion when your opponent discards.

Leyline of the Void

Leyline of the Void is a black enchantment that costs two colorless and two black mana.

If Leyline of the Void is in your opening hand, you may begin the game with it already in play.

If a card would be put into an opponent's graveyard, exile it instead.

This is an sideboard against graveyard recursion decks as it stops them cold in their tracks as early as turn one.

To cap off this tremendous potential, you can get Leyline of the Void potentially for free if you get it in your opening hand.

This card has become a tournament staple as it screws with Dredge decks and Mirrodin artifact recursion decks.

Hatching Plans

Hatching Plans is a blue enchantment that costs one colorless and one blue mana.

When Hatching Plans is put into a graveyard from play, draw three cards.

While this card may seem useless at first, you can easily crack it using Perilous Research. Perilous Research is a blue Instant that costs one colorless and one blue mana. It draws you two cards but you have to sacrifice a permanent afterwards.

If you combine the two cards, you potentially end up with five cards drawn.

Leyline of Singularity

Leyline of Singularity is a blue enchantment that costs two colorless and two blue mana.

If Leyline of Singularity is in your opening hand, you may begin the game with it already in play.

All nonland permanents are legendary.

This is an sideboard against decks token decks and decks that have mostly the same card such as Relentless Rats, Rat Colony or Persistent Petitioners decks.

To cap off this tremendous potential, you can get Leyline of Singularity potentially for free if you get it in your opening hand.

Quicken

Quicken is a blue instant that costs one blue mana.

The next sorcery spell you play this turn can be played any time you can play an instant.

Draw a card.

This is an excellent spell to cast powerful sorceries such as Wrath of God or Armageddon on your opponent's turn. This frees up mana on your turn and sets you ahead a turn in terms of recovering.

Leyline of Lifeforce

Leyline of Lifeforce is a green enchantment that costs two colorless and two green mana.

If Leyline of Lifeforce is in your opening hand, you may begin the game with it already in play.

Creature spells cannot be countered.

This is an sideboard against control decks. If you get this out early or better if it is on the very first turn, you can breeze through most control decks as they will end up with a lot of dead cards as their counterspells won't work anymore.

Leyline of Lightning

Leyline of Lightning is a red enchantment that costs two colorless and two red mana.

If Leyline of Lightning is in your opening hand, you may begin the game with it already in play.

Whenever you play a spell, you may pay one colorless mana. If you do, Leyline of Lightning deals one damage to target player.

This is an excellent addition to Izzet decks as you can easily use your spare mana to deal extra points of damage.

Ghostway

Ghostway is a white instant that costs two colorless and one white mana.

Remove each creature you control from the game. Return those creatures to the battlefield under their owner's control at end of turn.

This is blink spell as it abuses comes into play effects of cards such as Mulldrifter or Angel of Despair.

This can also save your creatures from mass removal effects such as Wrath of God or Jokulhaups.

Leyline of the Meek

Leyline of the Meek is a white enchantment that costs two colorless and two white mana.

If Leyline of Lightning is in your opening hand, you may begin the game with it already in play.

Creature tokens get plus one power and plus one toughness.

This is an excellent addition to token decks as you have the potential to get several of these on the first turn. Imagine getting two of these on the first turn and casting Raise the Alarm on the second turn, You end up with two three power and three toughness creatures.

Ghost Council of Orzhova

Ghost Council of Orzhova is a white and black creature that costs two white and two black mana.

It has four power and four toughness.

When Ghost Council of Orzhova comes into play, target opponent loses one life and you gain one life.

You can pay one colorless mana and sacrifice a creature: Remove Ghost Council of Orzhova from the game. Return it to the battlefield under its owner's control at end of turn.

This card is hard to get rid of as it can exile itself when targeted or when faced with mass destruction spells. It also gains you some life and loses your opponent some life in the process.

Teysa, Orzhov Scion

Teysa, Orzhov Scion is a white and black creature that costs one colorless, one white and one black mana.

It has two power and three toughness.

Sacrifice three white creatures: ERemove target creature from the game.

Whenever another black creature you control is put into a graveyard from play, put a one power and one toughness white Spirit creature token with flying into play.

You can combine Teysa and Anointed Procession ion order to double to number of tokens you are producing.

Debtor's Knell

Debtor's Knell is a white and black enchantment that costs four colorless. and three white and / or black hybrid mana.

At the beginning of your upkeep, put target creature card in a graveyard into play under your control.

This is a very expensive spell but very powerful. Imagine, you can keep resurrecting powerful creatures every turn at no cost.

Angel of Despair

Angel of Despair is a white and black creature that costs three colorless, two white and two black mana.

It has five power and five toughness.

When Angel of Despair comes into play, destroy target permanent.

You can use different blinking effects like Ghostway or Thassa, Deep-Dwelling to abuse Angel of Despair's permanent destroying effect.

Culling Sun

Culling Sun is a white and black sorcery that costs two colorless, two white and one black mana.

Destroy each creature with converted mana cost 3 or less.

This is a limited mass removal card but can be abused if you have creatures that cost four or more mana.

Orzhov Pontiff

Orzhov Pontiff is a white and black creature that costs one colorless, one white and one black mana.

It has one power and one toughness.

It has Haunt. When Orzhov Pontiff is put into a graveyard from play, you remove it from the game and it an it haunts target creature.

When Orzhov Pontiff comes into play or the creature it haunts is put into a graveyard, choose one —

• Creatures you control get +1/+1 until end of turn.

• Creatures you don’t control get -1/-1 until end of turn.

The effect may not seem powerful but you can either boost your creatures for the win or wipe out your opponent's token army.

Niv-Mizzet, the Firemind

Niv-Mizzet, the Firemind is a blue and red creature that costs two colorless, two blue and two red mana.

It has four power and four toughness.

It also has flying.

Whenever you draw a card, Niv-Mizzet, the Firemind deals one damage to any target.

Niv-Mizzet is especially powerful in Izzet decks because of card drawing spells and effects. Izzet also has plenty of spell replication.

Invoke the Firemind

Invoke the Firemind is a blue and red sorcery that costs X colorless, two blue and one red mana.

Choose one —

• Draw X cards.

• Invoke the Firemind deals X target creature or player.

This is a flexible card as it gives you a choice of card draw or direct damage.

Stitch in Time

Stitch in Time is a blue and red sorcery that costs one colorless, one blue and one red mana.

Flip a coin. If you win the flip, take an extra turn after this one.

This card is more of a gamble but it can become consistent if you have spell doubling effects so you get more chances.

Giant Solifuge

Giant Solifuge is a red and green creature that costs two colorless and two red and / or green hybrid mana.

It has four power and one toughness.

It has trample, haste and shroud.

Giant Solifuge is essentially a smaller Ball Lightning albeit with shroud.

Burning-Tree Shaman

Burning-Tree Shaman is a red and green creature that costs one colorless and one red and one green mana.

It has three power and four toughness.

Whenever a player activates an ability that isn’t a mana ability, Burning-Tree Shaman deals 1 damage to that player.

Burning-Tree Shaman is a death knell to decks that rely on activated abilities or planeswalkers as it burns you every time you use an activated ability.

Rumbling Slum

Rumbling Slum is a red and green creature that costs one colorless and one red and two green mana.

It has five power and five toughness.

At the beginning of your upkeep, Rumbling Slum deals 1 damage to each player.

Rumbling Slum is a beefy creature that deals an additional point of damage to boot. This is perfect for aggro decks as it fills the four slot perfectly.

Godless Shrine

Godless Shrine is a land that is both a Plains and a Swamp.

It can produce either white or black mana.

You can choose to pay two life or Godless Shrine comes into play tapped.

Shock Lands are the modern version of the classic Dual Lands albeit with a two life or comes into play tapped penalty.

Steam Vents

Steam Vents is a land that is both a Island and a Mountain.

It can produce either blue or red mana.

You can choose to pay two life or Steam Vents comes into play tapped.

Shock Lands are the modern version of the classic Dual Lands albeit with a two life or comes into play tapped penalty.

Stomping Ground

Stomping Ground is a land that is both a Mountain and a Forest.

It can produce either red or green mana.

You can choose to pay two life or Stomping Ground comes into play tapped.

Shock Lands are the modern version of the classic Dual Lands albeit with a two life or comes into play tapped penalty.

Best Rare in Guildpact

Which card is the best rare in Guildpact?

See results

© 2020 Jan Michael Ong

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