Guilty Conscience 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.
Official card text
Enchant creature Whenever enchanted creature deals damage, this Aura deals that much damage to that creature.
Complete guide
Guilty Conscience is a fascinating white Aura that forces a creature to reflect on its actions by punishing it every time it strikes. This card creates a unique recursive damage loop that can be used to neutralize threats or even end the game under specific conditions. By turning a creature's own power against itself, you ensure that no attack or ability goes unanswered.
Self-Inflicted Punishment
Guilty Conscience is an Aura that attaches to a single creature. Its primary function is a triggered ability: whenever the enchanted creature deals damage—whether that is combat damage or damage from an activated or triggered ability—the Aura deals an equal amount of damage back to that creature. This means if a creature with 3 power deals 3 combat damage, Guilty Conscience will immediately trigger and deal 3 damage to that creature.
The Step-by-Step Resolution
First, the enchanted creature deals damage to a player, planeswalker, or another creature. This event triggers the ability of Guilty Conscience. The trigger is put onto the stack, and when it resolves, the Aura itself deals damage to the creature it is enchanting. Importantly, the source of this secondary damage is the Aura, not the creature. If the creature has enough toughness to survive the damage, it stays on the battlefield; otherwise, it is destroyed as a state-based action.
Endless Loops and Strategy
One common mistake is assuming this only works with combat damage. It actually triggers on any damage dealt by the creature. A famous interaction involves creatures like Stuffy Doll; since the Doll deals damage to an opponent when it is dealt damage, and Guilty Conscience deals damage to the Doll when it deals damage, a loop is created that repeats until the opponent loses the game. Without such a combo, it acts as a soft removal spell, discouraging your opponent from attacking or using damage-based abilities.
Interaction examples
If your opponent plays a creature, Authority of the Consuls ensures it enters the battlefield tapped, preventing an immediate attack. Once you enchant that creature with Guilty Conscience on your turn, any future damage it deals will be reflected back to it. While Authority of the Consuls pads your life total, the Aura ensures that the creature eventually destroys itself if it continues to deal damage.
While Urza's Saga is primarily used to find artifacts, it illustrates the timing of enchantments. You can use the mana generated by the first two chapters of Urza's Saga to cast Guilty Conscience on an opponent's threat. Even if the Saga is sacrificed after chapter III, Guilty Conscience remains on the battlefield, continuing to punish the enchanted creature every time it attempts to deal damage.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Guilty Conscience
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Guilty Conscience + Phyrexian Vindicator
- 1Attempt to deal any amount of damage to Phyrexian Vindicator.
- 2Phyrexian Vindicator prevents the damage and triggers, dealing that much damage to any target.
- 3Guilty Conscience triggers, attempting to deal that much damage to Phyrexian Vindicator.
- 4Repeat from step 2.
Guilty Conscience + Stuffy Doll
- 1Cause Stuffy Doll to take damage by any method.
- 2Stuffy Doll triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Stuffy Doll.
- 4Repeat from step 2.
Guilty Conscience + Brash Taunter
- 1Cause Brash Taunter to take damage by any method.
- 2Brash Taunter triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Brash Taunter.
- 4Repeat from step 2.
Guilty Conscience + Boros Reckoner
- 1Cause Boros Reckoner to take damage by any method.
- 2Boros Reckoner triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Boros Reckoner.
- 4Repeat from step 2.
Guilty Conscience + Spitemare
- 1Cause Spitemare to take damage by any method.
- 2Spitemare triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Spitemare.
- 4Repeat from step 2.
Guilty Conscience + Screaming Nemesis
- 1Cause Screaming Nemesis to take damage by any method.
- 2Screaming Nemesis triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Screaming Nemesis.
- 4Repeat from step 2.
Guilty Conscience + Ill-Tempered Loner // Howlpack Avenger
- 1Cause Ill-Tempered Loner // Howlpack Avenger to take damage by any method.
- 2Ill-Tempered Loner // Howlpack Avenger triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Ill-Tempered Loner // Howlpack Avenger.
- 4Repeat from step 2.
Guilty Conscience + Donna Noble
- 1Cause Donna Noble to take damage by any method.
- 2Donna Noble triggers, dealing damage to an opponent.
- 3Guilty Conscience triggers, dealing damage to Donna Noble.
- 4Repeat from step 2.
Legal formats
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Meta decks with Guilty Conscience
No archived Top 8 deck with this card yet.



Authority of the Consuls
Urza's Saga





