Clarion CharmWW
Snow Instant [U]
Choose one —
• You gain 1 life for each snow card in your graveyard.
• Up to two target snow creatures each get +1/+1 and gain flying until end of turn.
• Exile target snow permanent you control, then return that card to the battlefield under your control.
Diluvian CharmUU
Snow Instant [U]
Choose one —
• Tap target nonsnow permanent and untap target snow permanent.
• Counter target nonsnow spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
• Until end of turn, whenever you tap a snow Island for mana, add U to your mana pool (in addition to the mana the land produces).
Bleakness CharmBB
Snow Instant [U]
Choose one —
• Target nonsnow creature gets -2/-2 until end of turn.
• Up to two target nonsnow lands become snow Swamps until end of turn.
• Search your library for a snow card, reveal it, then shuffle your library and put that card on top of it.
Magmatic CharmRR
Snow Instant [U]
Choose one —
• Add RRR to your mana pool.
• Nonsnow creatures can't block this turn.
• Discard a card. If that card is snow, draw two cards.
Knotroot CharmGG
Snow Instant [U]
Choose one —
• Destroy target nonsnow artifact.
• Return target snow card from your graveyard to your hand.
• Target snow land becomes a 3/3 Plant creature with indestructible until end of turn. It's still a land.
A few of them have derpier modes than others (when am I ever going to use Diluvian #3, Bleak #2, or Magmatic #1 outside of some wacky combo?) but they're all solid. Bleakness #3 at uncommon with additional effects seems particularly strong, especially since it's an instant.
The only changes I'd make are to let Diluvian #1 be "up to one target" and to make Magmatic #3 a may, so you don't get screwed by (however unlikely) instant-speed hand disruption like Vendilion Clique.
(when am I ever going to use Diluvian #3, Bleak #2, or Magmatic #1 outside of some wacky combo?)
Wow, and here I was thinking that Diluvian Charm's third mode was the whole cycle's killer app. Is High Tide not well-regarded, anymore?
As for Magmatic Charm, I'm trying to position it as an all-around aggro utility card. You wouldn't plan to play it for the first mode, but it's there if you get mana-screwed and you need to field a 3+ drop immediately. Likewise, the third mode is there if your hand runs out of steam.
Glad to hear that they're all generally solid. I'm OK with zero or one head-scratching mode per card. I think Charms are one of those places where you can explore some really oddball effects. As long as there is a hypothetical application, however improbable, I'm cool with it.
High Tide is a fine card, and was a top-tier card in its time. The problem is nowadays there are so many more combo decks that dothesamething but require much less skill to play.
High Tide is an okay card, and it's still occasionally played in Legacy, but it's hardly amazing, and you're not really going to want to pay twice as much to get it (which generally means getting two less mana net out of the transaction), and it also prevents you from splashing a color without losing potential triggers. You need five lands to net mana from this, while High Tide gets you there with three.
It's also horrendously out of the color pie these days, so I doubt they'd print this card to begin with.
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It's also horrendously out of the color pie these days, so I doubt they'd print this card to begin with.
In general, I'm allowing bleed in my Kaldarjar faction when it comes to mana-producing effects. That's because I'm trying to get the maximum mileage out of the snow supertype / snow mana. It's not an "all bets are off" scenario — I'm still trying to maintain meaningful differences between the colors. I recognize that black generally gets High Tide effects these days. But I feel like if blue was pushed back into the mana generation business, that's one of the first places it would go.
Clarion Charm - Works well with an army build which needs to buy time or abuse triggers before flying in for the kill.
Diluvian Charm - The first two abilities are fun as delaying strategies. The third ability is not even slightly in blue's colour pie any more, as it negates one of blue's big weaknesses (being slower than other colours at winning the game by itself). I'd recommend something a little more along the lines of digging for answers.
Bleakness Charm - I like that black is hating on someone for not playing with the 'best' toys (in this block, snow) whilst being able to flaunts one of its own better toys. The second ability, however, is so narrow that I'd never want to use it, and would feel cheated if I threw away this card to do so. Maybe Disentomb for snow?
Magmatic Charm - All three modes are different ways of saying "toss it, I'm going all in!" Fun.
Knotroot Charm - Regrowing is quite strong. Find a way to limit it, or change it for something else..?
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Set 1 of 3 in Dominaria block
Clarion Charm WW
Snow Instant [U]
Choose one —
• You gain 1 life for each snow card in your graveyard.
• Up to two target snow creatures each get +1/+1 and gain flying until end of turn.
• Exile target snow permanent you control, then return that card to the battlefield under your control.
Diluvian Charm UU
Snow Instant [U]
Choose one —
• Tap target nonsnow permanent and untap target snow permanent.
• Counter target nonsnow spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.
• Until end of turn, whenever you tap a snow Island for mana, add U to your mana pool (in addition to the mana the land produces).
Bleakness Charm BB
Snow Instant [U]
Choose one —
• Target nonsnow creature gets -2/-2 until end of turn.
• Up to two target nonsnow lands become snow Swamps until end of turn.
• Search your library for a snow card, reveal it, then shuffle your library and put that card on top of it.
Magmatic Charm RR
Snow Instant [U]
Choose one —
• Add RRR to your mana pool.
• Nonsnow creatures can't block this turn.
• Discard a card. If that card is snow, draw two cards.
Knotroot Charm GG
Snow Instant [U]
Choose one —
• Destroy target nonsnow artifact.
• Return target snow card from your graveyard to your hand.
• Target snow land becomes a 3/3 Plant creature with indestructible until end of turn. It's still a land.
The only changes I'd make are to let Diluvian #1 be "up to one target" and to make Magmatic #3 a may, so you don't get screwed by (however unlikely) instant-speed hand disruption like Vendilion Clique.
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Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
As for Magmatic Charm, I'm trying to position it as an all-around aggro utility card. You wouldn't plan to play it for the first mode, but it's there if you get mana-screwed and you need to field a 3+ drop immediately. Likewise, the third mode is there if your hand runs out of steam.
Glad to hear that they're all generally solid. I'm OK with zero or one head-scratching mode per card. I think Charms are one of those places where you can explore some really oddball effects. As long as there is a hypothetical application, however improbable, I'm cool with it.
Avatar by Numotflame96 of Maelstrom Graphics
Sig banner thanks to DarkNightCavalier of Heroes of the Plane Studios!
It's also horrendously out of the color pie these days, so I doubt they'd print this card to begin with.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Diluvian Charm - The first two abilities are fun as delaying strategies. The third ability is not even slightly in blue's colour pie any more, as it negates one of blue's big weaknesses (being slower than other colours at winning the game by itself). I'd recommend something a little more along the lines of digging for answers.
Bleakness Charm - I like that black is hating on someone for not playing with the 'best' toys (in this block, snow) whilst being able to flaunts one of its own better toys. The second ability, however, is so narrow that I'd never want to use it, and would feel cheated if I threw away this card to do so. Maybe Disentomb for snow?
Magmatic Charm - All three modes are different ways of saying "toss it, I'm going all in!" Fun.
Knotroot Charm - Regrowing is quite strong. Find a way to limit it, or change it for something else..?
Custom Card / Set Reviewer
When reviewing custom cards / sets, I look for (a) flavour, (b) function, and (c) cohesiveness, generally through a risk focus.