The art is fantastic. The flavor-text gives her an actual name (Rorica), which is always fun to speculate about future characters/legendaries.
She doesn't seem very good in this format. Possibly in a more creature-heavy Lovisa Coldeyes deck. I can't think of any sort of token swarm deck that would actually want to run her (maybe in hyper casual Krenko, Mob Boss or hazezon tamar lists?)
Can get pretty big in a token deck, thing is, if it gets big enough to really matter, odds are you've already won.
A+ in Fabulous Hair Tribal, though.
I'e seen Boltwing Marauder used in Prossh deck. this one has the benefit of being cheaper to cast, but Boltwing also allows you to target any creature.
Modular spells are always worth a glance, and Golgari Charm is no different. It can insta-nuke a token army, get rid of a pesky enchantment, or save your army from a basic boardwipe. While none of those elements on their own are worth it on a single card, the combination of effects is worth looking into to see if your deck can make use of it.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I've tried it a few times but I've never felt like it really performed. The regeneration clause is arguably the most notable, as I can picture doznens of scenarios where I would be the only party left with a huge board if used at the right time, but those times never seemed to show up when I actually had it in hand.
Yeah, in some decks the third mode is worth a card all on its own, and then the other two become great contingency plans against some decks. If you're playing a deck where the third mode seems kinda meh, then the whole card is probably pretty meh in that deck.
This is one of those odd cards that will be fairly useless more often than you'd like, then randomly lead to blowouts. As others have said, the third option is key. If you run a lot of creatures, and especially if you also run sweepers that allow regeneration, it's ability to save your board can win you the game. It's first two options are occasionally useful in any deck, helping to cover a couple of bases (the -1/-1 clause does more than wipe tokens, btw, it royally screws with combat, particularly when racing or when someone multiblocks your creature. Small things, but that's what charms are made of). Neither would be worth a card on their own. Or even together, and yet they are useful enough that even in a creature less deck wrongly running it the card would occasionally have a major impact on the game. Conversely, even in the best decks for it you will often have it sitting in hand doing nothing or burning it on a random enchantment.
Charms are usually good because they cover a variety of needs and serve as reliable pieces of incremental advantage. This one is different, because it is a very swingy high variance (since the situations where it is good don't always come up, but when they do its really good) card, and you mostly run it for the swingy third effect, while the first two effects mainly serve to make it reasonable to roll the dice on that by reducing the number of times it is useless. It's a card you put in your deck with the hopes of living the dream, but unlike many of those cards its other two modes give it a boring day job fall back.
Also, mode 1 can rat**** Craterhoof Behemoth, turning a game winning windmill slam of Behemoth into a meek misfire as the tokens and utility creatures needed to make it work suddenly disappeared.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I'm sure there's some kind of crazy stupid combo with this that involves way too many pieces to make it work but is still hilarious. I just can't think of it right now.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
This was in one of the DotP games. I fielded it once, and it (and the tokens it made) stayed around long enough that it completely slowed the game to a crawl, as it resolved each Vanishing trigger separately and made way too goddamn many tokens. I think I may have hit it with Rite of Replication kicked, too, because I was being silly.
This was in one of the DotP games. I fielded it once, and it (and the tokens it made) stayed around long enough that it completely slowed the game to a crawl, as it resolved each Vanishing trigger separately and made way too goddamn many tokens. I think I may have hit it with Rite of Replication kicked, too, because I was being silly.
That is absolutely how this card should be played. If the board is not crawling with Chronozoas, you're doing it wrong. Paradox Haze likes it, as does Clockspinning.
Not really.
If a card with vanishing doesn't have time counters on it, the trigger to remove a counter never happens (source) and you'll have to find some other way to kill it.
Not really.
If a card with vanishing doesn't have time counters on it, the trigger to remove a counter never happens (source) and you'll have to find some other way to kill it.
So you sacrifice it, and then you keep sacrificing it, and you've got infinite germs. You might need a sac outlet but it's still a combo. If vanishing killed it you'd have a pesky loop that you'd have to interrupt or risk tieing the game.
Not really.
If a card with vanishing doesn't have time counters on it, the trigger to remove a counter never happens (source) and you'll have to find some other way to kill it.
So you sacrifice it, and then you keep sacrificing it, and you've got infinite germs. You might need a sac outlet but it's still a combo.
Neat. Maybe there is a place for a no-counters matter themed commander deck. Anything with persist or undying + Solemnity goes infinite with a sac outlet as well. Then there's things like dark depths.
I made a post a while back in the 60-card multiplayer forum about how a buddy of mine uses Volrath's Shapeshifter to abuse Chronozoa, but it's probably too awkward to make that actually work in a singleton format.
That is absolutely how this card should be played. If the board is not crawling with Chronozoas, you're doing it wrong. Paradox Haze likes it, as does Clockspinning.
Oh man, did I have fun playing in TS/Lor/10th Standard Throw in some Chronomantic Escape and its 10 years ago all over again!
Chronozoa, Mirror-Sigil Sergeant, Chronomantic Escape and Paradox Haze form the core of a self-replicating near-lockout. Depending on how you want to run the other 20 slots, you could go one of several ways, I suppose. I almost made the deck, but decided to keep my friends.
Edit: Oops, singleton not 60, and someone already mentioned Chronomantic Escape. <sigh>
She doesn't seem very good in this format. Possibly in a more creature-heavy Lovisa Coldeyes deck. I can't think of any sort of token swarm deck that would actually want to run her (maybe in hyper casual Krenko, Mob Boss or hazezon tamar lists?)
Links to my most current deck lists;
Primary EDH; Rakka Mar Token Perfection, Crosis Mnemonic Betrayal, Cromat Villainous, Judith Gravestorm, Rakdos Empty Storm, Exava Artifacts, Bant Trash, & Fumiko Voltron!
EDH kept at home; Ruzzian Isset & Rakdos LoR!
EDH (nostalgic/pimp/retired) in storage;
Latulla Burns, Akroma Smash, Jeska Voltron, Rakdos Storm, Bladewing Darghans, Lyzolda Worldgorger, Xantcha Steals your Heart, Jori Storm, Wydwen Permission, Gwendlyn Paradox, Jeleva Warps, & Sigarda Brick!
Legacy Showanimator and High Tide!
I'e seen Boltwing Marauder used in Prossh deck. this one has the benefit of being cheaper to cast, but Boltwing also allows you to target any creature.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
UBRJeleva, Nephalias Scourge: ...and the storm arrivedRBU
BGHapatra, Vizier of PoisonsGB
WAvacyn, Angel of Hope: Avy, Baby!W
Modular spells are always worth a glance, and Golgari Charm is no different. It can insta-nuke a token army, get rid of a pesky enchantment, or save your army from a basic boardwipe. While none of those elements on their own are worth it on a single card, the combination of effects is worth looking into to see if your deck can make use of it.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
GGG [Primer] Omnath, Big Green Beatstick Machine GGG
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Charms are usually good because they cover a variety of needs and serve as reliable pieces of incremental advantage. This one is different, because it is a very swingy high variance (since the situations where it is good don't always come up, but when they do its really good) card, and you mostly run it for the swingy third effect, while the first two effects mainly serve to make it reasonable to roll the dice on that by reducing the number of times it is useless. It's a card you put in your deck with the hopes of living the dream, but unlike many of those cards its other two modes give it a boring day job fall back.
Also, mode 1 can rat**** Craterhoof Behemoth, turning a game winning windmill slam of Behemoth into a meek misfire as the tokens and utility creatures needed to make it work suddenly disappeared.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I'm sure there's some kind of crazy stupid combo with this that involves way too many pieces to make it work but is still hilarious. I just can't think of it right now.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Current Decks
GTitania midrange
RGThromok tokens/goodstuff | UB Grimgrin zombie tribal
GW Sigarda enchantress | R Godo voltron
U Braids aggro | WR Kalemne punisher
RU Mizzix storm | BUG Mimeoplasm competitive reanimator | UG Ezuri infect
That is absolutely how this card should be played. If the board is not crawling with Chronozoas, you're doing it wrong. Paradox Haze likes it, as does Clockspinning.
Not really.
If a card with vanishing doesn't have time counters on it, the trigger to remove a counter never happens (source) and you'll have to find some other way to kill it.
So you sacrifice it, and then you keep sacrificing it, and you've got infinite germs. You might need a sac outlet but it's still a combo. If vanishing killed it you'd have a pesky loop that you'd have to interrupt or risk tieing the game.
Neat. Maybe there is a place for a no-counters matter themed commander deck. Anything with persist or undying + Solemnity goes infinite with a sac outlet as well. Then there's things like dark depths.
http://www.commandercast.com/category/articles/generally-speaking
Follow me on Twitter: @generalspeak
As much as I'd like to, neither have I.
Edit: Oops, singleton not 60, and someone already mentioned Chronomantic Escape. <sigh>