well there is things you can do to build synergy around him. Its questionable whether its worth it, but I would be willing to give it a shot.
The synergy im talking about, is basically to untap him for cheap, to make a suprise blocker, right after they sac a creature. Your getting a strong 2 for 1. There is a green 1 mana instant that can do this. I think it puts a +1 counter on too.
might it be worth it for solar flare decks of some kind?
I know your going down a card, but you can mill 8 cards of your library... if anything is going to hit your unburial rites and your bomb in one go, this might be it.
Yeah this card is dissapointing. Simic doesn't have much stuff that is good for standard... there are a few cards that are seeing play, and some that have potential, but there is not enough cards for any deck to be primarily Simic, other than that UG delver deck... but that deck is terrible agaisnt aggro.
Does anyone feel that what is missing is some more solid answers to Naya blitz? I'm not sure what exactly that would be, perhaps a really well costed defensive creature, a cheap removal spell that can 2 for 1 (better than temblor and flames of the firebrand, or just better costed).
I dunno its just funny seeing stuff like Tesza being released at 7 mana and thinking, "thats an awesome card, but how am I going to play it?".
Reason and logic aren't really useful tools here, Meta. Remember, Vexing Devil is exactly the same as Fact or Fiction.
lol.
With Fact or Fiction, who decides which of the 2 piles to take... oh yeah its the guy who casted who wants the benefit, and he can always take the bigger pile.
But secretly I feel like vexing devil might be useable. For example, some kind of gruul deck wins. You don't care so much about one drops sticking when you can cast burning tree emissary and lightning mauler turn 2, and swing for 4. If thats your turn 2 play, why not get in 4 dmg on your first turn?
Someone said something about using devour flesh to sacrifice something you steal with aristocrat... don't forget that if you are talking about hexproof creatures you will not ever steal them, because you have to target to steal.
Simic Charm UG
Instant
Choose one - Target creature gets +3/+3 until end of turn; permanents you control gain hexproof until end of turn; or return target creature to its owner's hand.
People thought Boros Charm was bonkers. I don't think Boros Charm will see play in aggro, but I DO think this could potentially see play in UG/x tempo decks. People are already putting Rancor and GoST in the same deck. This type of card would fit perfectly. Giving you another "unsummon" effect along with UW Charm and Unsummon itself (probably wouldn't go with the full set of 12, but it gives you options), being able to blank targeted removal on your Restos and Snapcasters is pretty nice and IMO more relevant than making something indestructible (Terminus and Detention Sphere see play). And then obviously the random +3/+3 is solid, probably the weakest of the 3 effects.
Also, I'm not sure why you think boros charm wouldn't be used in aggro. Giving permanents indestructability at 2cmc is an obvious upgrade to rootborn defenses, which people already tried to play because sweepers are bad for aggro decks (maybe the cost was 1 mana too high?), a very cheap, instant speed, 4 damage burn to the face spell is almost unprinted in standard right now (besides similar cheap spells like vexing devil and bump in the night), and the last ability is a very good way to get even more damage out of an unblocked creature to the player if its power is more than 2, and it doesn't already have double-strike (as well as being a way of removing a creature, 1 card for 1, via a combat trick).
If this charm is good it will be because of the diversity of the options it gives you. No one ability seems to scream power.
Giving hexproof can negate targeted spells and abilities, and that seems like something simic would want given that some of their creatures seem to require set up to go off... but the option for instant speed hexproofing has been around already at a lower cost and it hasn't seen heaps of play. Giving everything hexproof at once is also a bit strange too. Its sort of a bonus to be able to stop one thing, as well as everything that might have come after it in one turn - but generally when a spell is hitting everything at once, it isn't targetting things individually, it just says 'all'. Personally I think giving everything indestructibility is more powerful, because it can blank a targeted spell AS WELL as a sweeper.
As for the unsummon and the +3/+3, whether or not they are good seems to depend on how good it is to have them all on one card. Giant growth is not something people typically make room for in their decks, where as unsummon is something that is only used when you are running snapcasters.
Off topic a bit, but I know a guy who mucked around with heartless summoning. Its not the best thing to build a deck around because if you rig your creature base with the plan of having heartless summoning in play, your deck is not very good when you don't draw it... and a lot of the time you don't.
Seems like you want to play flash creatures... For example if I were building a UG deck with this card I would consider running Yeva, natures herald.
If they board wipe, you can EOT yeva, then on your turn cast this for 5 cards.
(well I dunno if yeva is good enough, but what about wolfir avenger and resto angel... or maybe you run all of them... but maybe that is depending too heavily on this card.... anyway my point is... synergy.)
I like the looks of Zur-Taa Swine. He gives an attacking creature +5/+4 for just 1RG. I don't know about the rest of you but I consider that a lot of strength for that cost. Imagine a deck with a turn 1 Stromkirk Noble, a turn 2 Rancor on him, then swing and give him +5/+4 on top of everything else!
but now your down 3 cards? (6 counting the lands) Its a lot of damage, but still...
The synergy im talking about, is basically to untap him for cheap, to make a suprise blocker, right after they sac a creature. Your getting a strong 2 for 1. There is a green 1 mana instant that can do this. I think it puts a +1 counter on too.
I know your going down a card, but you can mill 8 cards of your library... if anything is going to hit your unburial rites and your bomb in one go, this might be it.
Sorcery speed divination that makes you lose 2 life... burn to the player only that maxes at 7, but most of the time is gonna be doing 3-4?
Just my personal opinion... and you should all keep in mind that I am fairly scrub at this game... but this card to me looks pretty crap.
I dunno its just funny seeing stuff like Tesza being released at 7 mana and thinking, "thats an awesome card, but how am I going to play it?".
lol.
With Fact or Fiction, who decides which of the 2 piles to take... oh yeah its the guy who casted who wants the benefit, and he can always take the bigger pile.
But secretly I feel like vexing devil might be useable. For example, some kind of gruul deck wins. You don't care so much about one drops sticking when you can cast burning tree emissary and lightning mauler turn 2, and swing for 4. If thats your turn 2 play, why not get in 4 dmg on your first turn?
Also, I'm not sure why you think boros charm wouldn't be used in aggro. Giving permanents indestructability at 2cmc is an obvious upgrade to rootborn defenses, which people already tried to play because sweepers are bad for aggro decks (maybe the cost was 1 mana too high?), a very cheap, instant speed, 4 damage burn to the face spell is almost unprinted in standard right now (besides similar cheap spells like vexing devil and bump in the night), and the last ability is a very good way to get even more damage out of an unblocked creature to the player if its power is more than 2, and it doesn't already have double-strike (as well as being a way of removing a creature, 1 card for 1, via a combat trick).
Giving hexproof can negate targeted spells and abilities, and that seems like something simic would want given that some of their creatures seem to require set up to go off... but the option for instant speed hexproofing has been around already at a lower cost and it hasn't seen heaps of play. Giving everything hexproof at once is also a bit strange too. Its sort of a bonus to be able to stop one thing, as well as everything that might have come after it in one turn - but generally when a spell is hitting everything at once, it isn't targetting things individually, it just says 'all'. Personally I think giving everything indestructibility is more powerful, because it can blank a targeted spell AS WELL as a sweeper.
As for the unsummon and the +3/+3, whether or not they are good seems to depend on how good it is to have them all on one card. Giant growth is not something people typically make room for in their decks, where as unsummon is something that is only used when you are running snapcasters.
Off topic a bit, but I know a guy who mucked around with heartless summoning. Its not the best thing to build a deck around because if you rig your creature base with the plan of having heartless summoning in play, your deck is not very good when you don't draw it... and a lot of the time you don't.
If they board wipe, you can EOT yeva, then on your turn cast this for 5 cards.
(well I dunno if yeva is good enough, but what about wolfir avenger and resto angel... or maybe you run all of them... but maybe that is depending too heavily on this card.... anyway my point is... synergy.)
but now your down 3 cards? (6 counting the lands) Its a lot of damage, but still...