One of the major things that seems to be a problem in standard currently is many enter the battlefield abilities, most notably thragtusk and restoration angel. So what are the chances we may see a stifle effect on the Simic Charm as one of the effects? It seems practical to give a way to counter some of these abilities without outright countering the card.
Stifle can stop thragtusk triggers and ability counters are U/G so there is a possibility. However, I do believe most forms of counter target ability are rare so at uncommon it is unlikely. (I said most)
Only if it can counter only triggered abilities only. Or it uses two modes to get the full Stifle effect. Charms aren't allowed to have one of their three abilities be an "or" effect, because it basically gives that charm four options. You'll notice that no modern charm hays "destroy target artifact or enchantment".
And the odds of a charm that does something like "Choose one: Creatures you control have hexproof until end of turn, return target creature to its owner's hand, or counter target triggered ability" are awfully slim.
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I would LOVE to see stifle as one or even two of the modes on Simic Charm. Seeing rare abilities on cards is always fun, and Stifle would be incredibly strong in the current Standard. It could hurt Restoration Angel, Thragtusk, Planeswalkers, Snapcaster, and so many more. I think it would even see some play in Modern.
Choose One: Target creature is unblockable until end of turn.Or put three +1/+1 counters distributed to up to three target creatures.Or you may look at the top four cards of your library then draw a card.
that's so awkward. the artful dodge is ok but the second ability is strictly better than Common Bond, and the third ability far outclasses the azorius charm cantrip and possibly even ponder, and awkwardly doesn't allow you to reorder those 4?
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I could believe:
Simic Charm
GU
Instant
Target creature gains (flying/unblockable) until end of turn or target creature gains (reach/trample) until end of turn or target creature gains hexproof until end of turn.
Simic is very creature based so it would make since that all the abilities grant creature abilities. Now, I don't truly believe they will all have the same style of wording. Perhaps this would be closer:
Simic Charm
GU
Instant
Target creature gains flying until end of turn or put target creature card from your graveyard on top of your library or target creature gains hexproof until end of turn.
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While a stifle type ability is definitely possible for simic charm, it would in no way help to fight thragtusk or restoration angel. Spending a card to counter basically a third of what thragtusk does is a surefire way to lose to thragtusk.
While a stifle type ability is definitely possible for simic charm, it would in no way help to fight thragtusk or restoration angel. Spending a card to counter basically a third of what thragtusk does is a surefire way to lose to thragtusk.
This. Stifle isn't played to counter Sensei's divining top activations. It's primary function is against fetchlands, since you get a cards worth of value from it.
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
This. Stifle isn't played to counter Sensei's divining top activations. It's primary function is against fetchlands, since you get a cards worth of value from it.
While true, there will be times that the Stifle ability on those activations will be very relevant. That is the beauty of Charms. Putting Stifle would be a very strong effect in the current standard, depending on the other abilities.
While true, there will be times that the Stifle ability on those activations will be very relevant. That is the beauty of Charms. Putting Stifle would be a very strong effect in the current standard, depending on the other abilities.
I'm not suggesting it doesn't ever get used like that, but it's certainly not ideal. Stifling a Thragtusk beast is generally a losing proposition. It's similar to the people that think surgical extraction is a "good" answer to Snapcaster Mage. Being on a charm would be an entire new experience, assuming it has another reasonable ability.
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Standard:
Bident Layers B Devotion RG Devotion UW Control Modern:
Jund
UW Control
Combo Pod Legacy: DeathBlade RUG Delver BUG Control
Stifle would be neat but I think we're more likely to see something along the lines of Frost Breath. "Freezing" is a classic blue ability now, so I think it's either Simic or Dimir Charm fo sho, it should be represented either way imho.
On second thought, green did get Bind, so that'd be sweet, especially since planeswalkers have made an appearance since then.
I'm not suggesting it doesn't ever get used like that, but it's certainly not ideal. Stifling a Thragtusk beast is generally a losing proposition. It's similar to the people that think surgical extraction is a "good" answer to Snapcaster Mage. Being on a charm would be an entire new experience, assuming it has another reasonable ability.
Being on a Charm would allow you to use that ability on a Thragtusk activation that allows you to win a game. I agree if you're just doing it in the course of the game it's not ideal, but then again, people Searing Spear the beast sometimes, and it's essentially the same thing.
Yea I'm expecting tap/don't untap, Sylvan Scrying, and disperse
Stifle/bind or something with +1/+1 counters is probable too.
But I thought the pattern was: color 1, color 2, and color 1+2 abilities? That is to say, what would the green/blue ability be? Sylvan Scrying would definitely be sweet though. On a two mana instant! oh yeahh. Would untapping X permanents be considered green/blue?
edit - maybe grabbing a basic land instead of any land, Scrying seems pretty strong on a two mana instant thing that has two additional abilities..
@ below - Tangle? hmmm Fog on a charm would be really sweet. and UG are colors for Turbo Fog... hmm how sick would that be?! Also, I was talking about "untapping" permanents; probably mostly blue, but untapping creatures green does, idk.
But I thought the pattern was: color 1, color 2, and color 1+2 abilities? That is to say, what would the green/blue ability be? Sylvan Scrying would definitely be sweet though. On a two mana instant! oh yeahh. Would untapping X permanents be considered green/blue?
The rtr charms were 2 mana spells with your choice of 3 (and this is important) one drop common (in power level) spells.
Stifle was not a common (nor would it be reprinted as one). I also saw an impulse mode. You'd be more likely to see a slight of hand mode.
My best guess:
Counter target activated ability; target creature gets +2/+2 until the end of the turn; or look at the top 2 cards of your library, put one on the bottom of your library and the other into your hand.
I find "counter target creature spell unless its controller pays 2" highly likely, honestly... since we have the non-creature variant in ur (the 2 spell colors), giving it to g (the premiere creature color) makes sense.
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And the odds of a charm that does something like "Choose one: Creatures you control have hexproof until end of turn, return target creature to its owner's hand, or counter target triggered ability" are awfully slim.
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that's so awkward. the artful dodge is ok but the second ability is strictly better than Common Bond, and the third ability far outclasses the azorius charm cantrip and possibly even ponder, and awkwardly doesn't allow you to reorder those 4?
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Simic Charm
GU
Instant
Target creature gains (flying/unblockable) until end of turn or target creature gains (reach/trample) until end of turn or target creature gains hexproof until end of turn.
Simic is very creature based so it would make since that all the abilities grant creature abilities. Now, I don't truly believe they will all have the same style of wording. Perhaps this would be closer:
Simic Charm
GU
Instant
Target creature gains flying until end of turn or put target creature card from your graveyard on top of your library or target creature gains hexproof until end of turn.
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This. Stifle isn't played to counter Sensei's divining top activations. It's primary function is against fetchlands, since you get a cards worth of value from it.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
While true, there will be times that the Stifle ability on those activations will be very relevant. That is the beauty of Charms. Putting Stifle would be a very strong effect in the current standard, depending on the other abilities.
Check out http://www.mtgbrodeals.com/author/john-murphy/ for my EDH articles!
I'm not suggesting it doesn't ever get used like that, but it's certainly not ideal. Stifling a Thragtusk beast is generally a losing proposition. It's similar to the people that think surgical extraction is a "good" answer to Snapcaster Mage. Being on a charm would be an entire new experience, assuming it has another reasonable ability.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
On second thought, green did get Bind, so that'd be sweet, especially since planeswalkers have made an appearance since then.
Stifle/bind or something with +1/+1 counters is probable too.
Disperse feels more Dimir than Simic so maybe it's there.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
Being on a Charm would allow you to use that ability on a Thragtusk activation that allows you to win a game. I agree if you're just doing it in the course of the game it's not ideal, but then again, people Searing Spear the beast sometimes, and it's essentially the same thing.
Check out http://www.mtgbrodeals.com/author/john-murphy/ for my EDH articles!
But I thought the pattern was: color 1, color 2, and color 1+2 abilities? That is to say, what would the green/blue ability be? Sylvan Scrying would definitely be sweet though. On a two mana instant! oh yeahh. Would untapping X permanents be considered green/blue?
edit - maybe grabbing a basic land instead of any land, Scrying seems pretty strong on a two mana instant thing that has two additional abilities..
@ below - Tangle? hmmm Fog on a charm would be really sweet. and UG are colors for Turbo Fog... hmm how sick would that be?! Also, I was talking about "untapping" permanents; probably mostly blue, but untapping creatures green does, idk.
Tangle/frost breath esque.
Bident Layers
B Devotion
RG Devotion
UW Control
Modern:
Jund
UW Control
Combo Pod
Legacy:
DeathBlade
RUG Delver
BUG Control
Stifle was not a common (nor would it be reprinted as one). I also saw an impulse mode. You'd be more likely to see a slight of hand mode.
My best guess:
Counter target activated ability; target creature gets +2/+2 until the end of the turn; or look at the top 2 cards of your library, put one on the bottom of your library and the other into your hand.