Solemn Doomguide 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
Flying Each creature card in your graveyard that's a Cleric, Rogue, Warrior, and/or Wizard has unearth. (
: Return the card to the battlefield. The creature gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Complete guide
Solemn Doomguide is a powerful Tiefling Cleric that turns your graveyard into a strategic resource. By granting your fallen party members a second chance at glory, this flyer ensures your aggression never stops. Whether you are leading a band of Rogues or a council of Wizards, death is no longer the end for your specialists.
Unearthing the Party
While Solemn Doomguide is on the battlefield, every Cleric, Rogue, Warrior, and Wizard card in your graveyard gains the Unearth ability for a flat cost of {1}{B}. This applies to any creature card that has at least one of these four specific subtypes. If a card has multiple types, such as a Cleric Wizard, it still only costs {1}{B} to return it to the battlefield.
The Step-by-Step Return
To use the ability, the creature card must be in your graveyard during your main phase while the stack is empty. You pay {1}{B} and activate the Unearth ability. The creature returns to the battlefield and gains haste. At the beginning of the next end step, or if the creature would leave the battlefield for any other reason, it is exiled instead. This means the creature is essentially 'borrowed' for one final turn.
Common Mistakes to Avoid
It is important to remember that Unearth is a sorcery-speed activation; you cannot use it during an opponent's turn or in response to a spell unless you have an effect that allows you to cast sorceries with flash. Furthermore, if a creature returned this way would be destroyed or bounced to your hand, the replacement effect from Unearth will exile it instead. You cannot 'save' an unearthed creature by returning it to your hand.
When to Play Solemn Doomguide
Solemn Doomguide is most effective in decks that focus on the 'party' mechanic or tribal strategies involving its supported types. Because it is a 3/4 flyer itself, it provides a solid aerial threat while enabling you to reuse powerful 'enters-the-battlefield' abilities from your graveyard for a very low mana investment.
Interaction examples
If you have Roaming Throne in your graveyard and you chose 'Cleric' as it entered the battlefield earlier in the game, it counts as a Cleric card in your graveyard. Solemn Doomguide will grant it Unearth {1}{B}. When you unearth Roaming Throne, it returns to the battlefield and its replacement effect and triggered ability doubling will function normally for your chosen type until the end of the turn.
If Solemn Simulacrum is in your graveyard, Solemn Doomguide does NOT grant it Unearth because the Simulacrum is a Golem, not a Cleric, Rogue, Warrior, or Wizard. You would need to change its type or add one of the required types for the Doomguide to interact with it. Even if it were unearthed via another effect, remember that when an unearthed creature is exiled at the end of the turn, it does not 'die,' so the Simulacrum's card-draw ability would not trigger.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Solemn Doomguide
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Solemn Doomguide
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum