Sanguine Guard 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
First strike: Regenerate this creature.
Complete guide
Sanguine Guard is a resilient Phyrexian Zombie Knight that excels in combat through its offensive and defensive capabilities. With the power of first strike and the ability to cheat death via regeneration, it remains a persistent threat on the battlefield.
What It Does
Sanguine Guard possesses two key abilities. First strike allows it to deal combat damage before creatures without first strike or double strike. Its activated ability, costing one generic and one black mana, creates a 'regeneration shield' that prevents the creature from being destroyed the next time it would take lethal damage or be affected by a destruction effect.
How Regeneration Works
When you activate the regeneration ability, it creates a replacement effect. The next time Sanguine Guard would be destroyed this turn, it instead: remains on the battlefield, becomes tapped, all damage is removed from it, and it is removed from combat. Note that you must activate this ability before the destruction event occurs.
Common Mistakes
A common misconception is that regeneration can save a creature from being sacrificed or having its toughness reduced to zero; it cannot. Regeneration only replaces destruction. Additionally, if Sanguine Guard is already tapped, you can still activate the ability; the 'tap it' portion of the resolution simply does nothing while the other benefits still apply.
When to Play It
This card is best used in aggressive decks where the first strike ability can deter blockers. Keep mana open during your opponent's turn or during the declare blockers step to ensure you can protect it from removal spells or unfavorable trades in combat.
Interaction examples
If Sanguine Guard attacks and is blocked by Solemn Simulacrum, Sanguine Guard deals 2 damage first due to first strike, destroying the Golem before it can deal damage back. If the opponent uses a spell to destroy Sanguine Guard in response, you can pay {1}{B} to regenerate it, keeping your Knight on the field.
While Roaming Throne can choose 'Knight' to double triggered abilities, Sanguine Guard's regeneration is an activated ability, not a triggered one. Therefore, Roaming Throne does not cause you to get two regeneration shields for one payment. However, Sanguine Guard remains a sturdy attacker while Roaming Throne provides a massive body alongside it.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Sanguine Guard
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
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Meta decks with Sanguine Guard
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne