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Rules guide · Instant

Guardians' PledgeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Magic 2012· July 15, 2011
Carte Magic Guardians' Pledge

Guardians' Pledge is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

White creatures you control get +2/+2 until end of turn.

Complete guide

Guardians' Pledge is a classic white combat trick that bolsters your defensive or offensive line with a sudden surge of strength. For three mana, it provides a significant static boost to your white creatures, often turning a neutral board state into a crushing victory. This instant is perfect for decks that go wide with white tokens or small creatures.

What It Does

Guardians' Pledge is an instant spell that grants all white creatures you currently control a +2/+2 bonus until the end of the turn. It is important to note that this spell specifically targets 'white creatures,' meaning colorless creatures or creatures of other colors without the white color identity will not receive the buff. The effect is locked in at the moment the spell resolves.

How It Resolves Step by Step

First, you cast Guardians' Pledge and pay its mana cost of two white and one generic mana. As it resolves, the game checks which creatures you control that are white. Every creature meeting that criteria receives the +2/+2 bonus. If a creature gains or loses the white color after this point, the bonus remains unchanged for the duration of the turn. However, any creatures entering the battlefield after the spell has finished resolving will not benefit from the boost.

Common Mistakes

A frequent error is assuming that creatures entering the battlefield later in the turn will gain the +2/+2 bonus. Because Guardians' Pledge does not create a continuous effect that modifies the rules of the game, it only affects the set of creatures on the board at the time of resolution. Another mistake is thinking the bonus disappears if a creature loses its white color; official rulings state that once the bonus is applied, it lasts until end of turn regardless of color changes.

When to Play It

The best time to cast Guardians' Pledge is during the declare blockers step of combat. If you are attacking, you can wait for your opponent to commit their blockers and then use the pledge to ensure your creatures survive and theirs do not. Defensively, it can be used as a 'blowout' to preserve your life total and wipe out an attacking army.

Interaction examples

Timing with New Creatures

If you cast Guardians' Pledge and it resolves, then later in the turn you cast Generous Gift to destroy a permanent and create a 3/3 green Elephant token, that token will not receive the +2/+2 bonus. The token is green, not white, and it entered the battlefield after Guardians' Pledge resolved.

Phasing Interaction

If you cast Teferi's Protection in response to your own Guardians' Pledge, your creatures will phase out before the Pledge resolves. Since phased-out permanents are treated as though they do not exist, Guardians' Pledge will find no white creatures to buff, and your creatures will not have the +2/+2 bonus when they phase back in.

The Solo Push

When playing Guardians' Pledge alone with a board of three 1/1 white Soldier tokens, the spell resolves and immediately turns them into 3/3 threats. This represents a total of 6 additional damage that your opponent might not have accounted for during their blocking decisions.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Guardians' Pledge

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Guardians' Pledge only gives a bonus to white creatures you control when it resolves. Creatures that enter later in the turn and nonwhite creatures that become white later in the turn will not get the bonus.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a white creature that gets the bonus stops being white later in the turn, it will continue to get +2/+2 until end of turn.

    No other card is named in this ruling.

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Legal formats

modernlegacypaupervintagecommanderoathbreakerpaupercommanderdueltlr
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