My take on the guild charms we'll see in Gatecrash:
Dimir CharmUB
Instant (U)
Choose one — Switch target creature’s power and toughness until end of turn; or target creature gets -2/-2 until end of turn; or target player puts the top five cards of his or her library into his or her graveyard.
Gruul CharmRG
Instant (U)
Choose one — Add RRR to your mana pool; or put two +1/+1 counters on target creature; or spells you cast can’t be countered this turn.
Orzhov CharmWB
Instant (U)
Choose one — You gain 4 life; or return target creature card from your graveyard to your hand; or destroy target tapped creature.
Boros CharmRW
Instant (U)
Choose one — Boros Charm deals 2 damage to each creature; or creatures you control get +1/+1 until end of turn; or target creature gains double strike until end of turn.
Simic CharmGU
Instant (U)
Choose one — Search your library for a land card, reveal it and put it into your hand, then shuffle your library; or creatures get -3/-0 until end of turn; or target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Mostly acceptable. I have a personal dislike for the first mode of the Simic Charm. I would urge you to find something else there. It's incidentally almost to sad that the +1/+1 counter mode is not on the Simic card. *hint*
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
I second SecretInfiltrator's remarks. On a different note though, I would say Boros Charm may be a tad too strong. Compare with Rolling Temblor or Pyroclasm. Pyroclasm was already a fasinating card, and rolling temblor is a fairly recent card for comparison. Both are sorceries as well.
The other effects are fine, although Double Cleave terrified me when I first started playing... and still terrifies me.
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There would have been a message here about Jace, but Jace feigned interest and counterspelled any other reference of him in my signature...
Dimir Charm - Excellant. All modes are useful and very Dimir. I like the way all of the modes have previously appeared on Dimir associated cards.
Gruul Charm - Cool card, however it doesn't resonate as much as the Dimir Charm. It feels weird that this one can't destroy creatures somehow, similar to Rakdos Charm. However unlike Rakdos Charm, your Gruul Charm doesn't have any direct form of harm (the Rakdos one having the life loss mode). I'd propose replacing the +1/+1 counters with shock.
Orzhov Charm - This is a very efficient charm, each mode being very useful. From a limited perspective, this is probably the most useful. Good as is, but definitly needs a lot of balance testing.
Boros Charm - This is way, way overpowered. The Pyroclasm effect is incredibly efficient. The buff is another very good mode. The double strike, oddly enough, is actually the most fair of all three modes. I'd recommend something more like this:
Boros CharmRW
Instant (U)
Choose one - CARD deals 1 damage to target creature and you gain 1 life; Or target creature gains double strike until end of turn; Or creatures you control gain haste and get +1/+0 until end of turn.
Simic Charm - I agree with what has already been said about this one. The land search feels out of place, as does the lack of +1/+1 counters. The -3/-0 ability is very weak, prehaps replace it with the +1/+1 counters ability from Gruul (Note also that yours already has a more efficient removal mode). The third ability is very in colour "removal", I like. As an alternative to the land search, why not simply draw a card or better yet get a 1/1 green Saproling token?
I just wanted to note that I ignored power level entirely. These are more pushed than necessary. But considering the average thread on this topic this one is at least trying to understand the intricacies of the cycle.
Gruul Charm - Cool card, however it doesn't resonate as much as the Dimir Charm. It feels weird that this one can't destroy creatures somehow, similar to Rakdos Charm. However unlike Rakdos Charm, your Gruul Charm doesn't have any direct form of harm (the Rakdos one having the life loss mode). I'd propose replacing the +1/+1 counters with shock.
Boros Charm - This is way, way overpowered. The Pyroclasm effect is incredibly efficient. The buff is another very good mode. The double strike, oddly enough, is actually the most fair of all three modes.
I actually think the best way to balance this is replace "2" with "1" and be done with it.
Boros CharmRW
Instant (U)
Choose one - CARD deals 1 damage to target creature and you gain 1 life; Or target creature gains double strike until end of turn; Or creatures you control gain haste and get +1/+0 until end of turn.
You forgot to do your homework.
why not simply draw a card or better yet get a 1/1 green Saproling token?
I guess that there was a deliberate attempt not to reuse an effect already existent on a guild charm.
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Planar Chaos was not a mistake neither was it random. You might want to look at it again.
[thread=239793][Game] Level Up - Creature[/thread]
Thanks for the feedback all. I've made some small changes to Gruul, Boros, and Simic. I did attempt to not reuse an existing guild charm effect, as to date no charm cycle has done so.
Gruul CharmRG
Instant (U)
Choose one — Add RRR to your mana pool; or target creature you control fights target creature you don't control; or spells you cast can’t be countered this turn.
Boros CharmRW
Instant (U)
Choose one — Boros Charm deals 1 damage to each creature; or creatures you control get +1/+1 until end of turn; or target creature gains double strike until end of turn.
Simic CharmGU
Instant (U)
Choose one — Put two +1/+1 counters on target creature; or creatures get -3/-0 until end of turn; or target creature loses all abilities and becomes a 1/1 green and blue Frog until end of turn.
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Dimir Charm UB
Instant (U)
Choose one — Switch target creature’s power and toughness until end of turn; or target creature gets -2/-2 until end of turn; or target player puts the top five cards of his or her library into his or her graveyard.
Gruul Charm RG
Instant (U)
Choose one — Add RRR to your mana pool; or put two +1/+1 counters on target creature; or spells you cast can’t be countered this turn.
Orzhov Charm WB
Instant (U)
Choose one — You gain 4 life; or return target creature card from your graveyard to your hand; or destroy target tapped creature.
Boros Charm RW
Instant (U)
Choose one — Boros Charm deals 2 damage to each creature; or creatures you control get +1/+1 until end of turn; or target creature gains double strike until end of turn.
Simic Charm GU
Instant (U)
Choose one — Search your library for a land card, reveal it and put it into your hand, then shuffle your library; or creatures get -3/-0 until end of turn; or target creature loses all abilities and becomes a 1/1 green Snake until end of turn.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
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The other effects are fine, although Double Cleave terrified me when I first started playing... and still terrifies me.
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The Boros Charm is more utility then anything. Love it.
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Gruul Charm - Cool card, however it doesn't resonate as much as the Dimir Charm. It feels weird that this one can't destroy creatures somehow, similar to Rakdos Charm. However unlike Rakdos Charm, your Gruul Charm doesn't have any direct form of harm (the Rakdos one having the life loss mode). I'd propose replacing the +1/+1 counters with shock.
Orzhov Charm - This is a very efficient charm, each mode being very useful. From a limited perspective, this is probably the most useful. Good as is, but definitly needs a lot of balance testing.
Boros Charm - This is way, way overpowered. The Pyroclasm effect is incredibly efficient. The buff is another very good mode. The double strike, oddly enough, is actually the most fair of all three modes. I'd recommend something more like this:
Boros Charm RW
Instant (U)
Choose one - CARD deals 1 damage to target creature and you gain 1 life; Or target creature gains double strike until end of turn; Or creatures you control gain haste and get +1/+0 until end of turn.
Simic Charm - I agree with what has already been said about this one. The land search feels out of place, as does the lack of +1/+1 counters. The -3/-0 ability is very weak, prehaps replace it with the +1/+1 counters ability from Gruul (Note also that yours already has a more efficient removal mode). The third ability is very in colour "removal", I like. As an alternative to the land search, why not simply draw a card or better yet get a 1/1 green Saproling token?
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Your proposing to make the green mode Shock?
I actually think the best way to balance this is replace "2" with "1" and be done with it.
You forgot to do your homework.
I guess that there was a deliberate attempt not to reuse an effect already existent on a guild charm.
Finally a good white villain quote: "So, do I ever re-evaluate my life choices? Never, because I know what I'm doing is a righteous cause."
Factions: Sleeping
Remnants: Valheim
Legendary Journey: Heroes & Planeswalkers
Saga: Shards of Rabiah
Legends: The Elder Dragons
Read up on Red Flags & NWO
Gruul Charm RG
Instant (U)
Choose one — Add RRR to your mana pool; or target creature you control fights target creature you don't control; or spells you cast can’t be countered this turn.
Boros Charm RW
Instant (U)
Choose one — Boros Charm deals 1 damage to each creature; or creatures you control get +1/+1 until end of turn; or target creature gains double strike until end of turn.
Simic Charm GU
Instant (U)
Choose one — Put two +1/+1 counters on target creature; or creatures get -3/-0 until end of turn; or target creature loses all abilities and becomes a 1/1 green and blue Frog until end of turn.