Sweet!! A very nice playable charm with modes that I totally didn't see coming! Exciting!!
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Casual Decks WRBoros Aggro (Glorious knights of badassery) RBRakdos Bloodthirst (Undercosted waves of fat s***) URIzzet Talrand/Pyromancer (b/c I hate you) GRGruul Ramp and Stomp (SO FAT. SO FAST. RAWRRR) GBGolgari Birthing Pod (b/c you wanted a challenge. I did warn you this BS is banned though) BWOrzhov Lifegain Aggro (Removal for dayzzz) WGSelesnya Tribal Golem-splicers/token (meh. Needs more upgrades. Perhaps switching to bant?) WUAzorius Flicker (b/c I wanna annoy the f*** outta you) GUSimic Evolve Aggro (Aggro takes a journey to the weird side of the color pie) BUDimir Control (b/c I wanna peel your skin off and flay you within an inch of life before I kill you) URWJeskai Ascendency Tokens (MUAHAHAHAHAHAHA) RWBMardu Warriors (Butcher is da bomb) GU Simic Morph (slow as s*** but oh so fun) WBGAbzan Dredge-animator (PURE EVIL) GWHexproof Aggro (Deal with it. Lemme guess, you cant?)
EDH Decks UBRNekusar (Multiplayer MONSTA. 1v1 Klutz) GRB Prossh (Set up engines. WRECK FACE) GEzuri (Hey so I heard you liked Elves...) UTalrand (Counter. Cantrip. Counter. Cantrip. Repeat till opponents die-- possibly of boredom)
Tiny leaders WUDaxos (basic 3/1 fliers do basic s***. Also Daxos) RWAnax and Cymede (Heroic weenie beats)
Standard RRMONO RED AGGRO (RAWWWRRRR!!!!) WUHeroic Aggro (Easy mode beatstick)
Hrm. I'm not sure if i'd want to play this over a hero's downfall. 2 1/1's with first strike and an overly costed thoughtseize aren't powerful enough to justify 3 mana. 4 damage is nice, but it's worse than downfall in most cases. Compared to the sultai charm, this one is pretty weak and I think will see very little play especially in a wedge without green.
I personally would have preferred if the tokens didn't have first strike and instead of Duress we got Distress (after all, Esper Charm has an instant speed Mind Rot), but other than that it is pretty cool.
Hrm. I'm not sure if i'd want to play this over a hero's downfall. 2 1/1's with first strike and an overly costed thoughtseize aren't powerful enough to justify 3 mana. 4 damage is nice, but it's worse than downfall in most cases. Compared to the sultai charm, this one is pretty weak and I think will see very little play especially in a wedge without green.
It's a very powerful Duress. Instant speed discard is great, especially if you're playing against something like a control deck that can swing the game with a good draw. You can cast in on their draw step and nab their drawn card. It's much less conditional than the Sultai Charm, and while both are great this one is much stronger and is never going to be dead.
This card is solid. Instant speed Flame Slash would probably be a 2-3 mana card, so that's a decent trade. The second mode is around a 3 mana Instant, since it's a slightly better Raise the Alarm. And an Instant speed Duress would probably be a 2 mana spell, so you lose a bit of value there but Instant speed discard happens to be excellent. The first mode alone would make it playable as an answer to Courser of Kruphix but it could be competing against Stoke the Flames in some decks, however, and that card's ability to kill Stormbreath Draghon is very relevant.
I really wish that they could just make an 1R instant Flame Slash. Monored Blood Moon decks in Modern having to play Skred for removal of 4 toughness creatures is annoying.
This seems fine, a conditional removal thats never dead, the only thing im concerned about is that this is no way helping u against an enemy polukranos. Overall i think sultai charm is better in constructed and this better in limited ( even if not stellar ).
Also my guess for temur charm is :
- +4/+2 trample
- 1 damage to opponent creatures and they cnt block til EOT
- boomerang
Boomerang is WAY too powerful for Standard, even at GUR, because it can bounce lands (don't get me wrong, I would love it if they actually did it). Nonland permanent might work, though.
How is Boomerang too strong for Standard? I can see it being too unfun, but what about bouncing a land is too powerful, especially at 3 mana?
I am fully prepared for the Jeskai Charm to suck the most because UW are the control colors and they've been making sure Blue has nothing since Gatecrash.
Because blue definitely didn't get Keranos, Master of Waves, Tidebender Mage, Thassa, Swan Song, Essence Scatter, Negate, or Kiora. Those cards definitely see no play at all.
It seems like a good card, but it is disappointing to me that they just gave it a clearly red mode, a white mode, and a black mode. I would like to see some more creativity with the modes. Also kinda don't like how red and black get 1 cmc sorcery abilities at instant for 3 cmc, while white gets a 2 cmc instant with upside for 3. Kinda odd. Powerful card though, just weird design for me personally.
The entire point of charm cards is that you get multiple card abilities on one card. This means you can save deck slots, which many decks are willing to do even if hitting the colour/mana requirements to do so are higher.
While this is true, some of the charms (Esper Charm for example) actually have abilities that would normally be at least 3 mana.
The red and white modes are pretty poor on paper, but the black one will be interesting because it's one of only 4 or 5 instant discard effects in the game. Pretty expensive for the effect, I think, but with the other 2 options, I think Standard decks that can handle the mana requirements will run 2 or 3.
I love this card. Three pretty live modes and warrior synergy with the tokens. It's definitely interesting. Darn it Wizards, stop trying to make me play red! I will admit to being a bit disappointed that this and the Sultai charm both have one mode that's so clearly from one of each of their colors but I know that's part of how this sort of design works. As long as they don't go overboard with it I'm fine and it doesn't change the appreciation of the card. I'm just a bit bothered that figuring out how the card was designed was so easy.
This seems fine, a conditional removal thats never dead, the only thing im concerned about is that this is no way helping u against an enemy polukranos. Overall i think sultai charm is better in constructed and this better in limited ( even if not stellar ).
Also my guess for temur charm is :
- +4/+2 trample
- 1 damage to opponent creatures and they cnt block til EOT
- boomerang
Boomerang is WAY too powerful for Standard, even at GUR, because it can bounce lands (don't get me wrong, I would love it if they actually did it). Nonland permanent might work, though.
How is Boomerang too strong for Standard? I can see it being too unfun, but what about bouncing a land is too powerful, especially at 3 mana?
Wizards has been being very conservative about land destruction. Having an Instant-speed 3 CMC land bounce is almost as good as Stone Rain, which will not be reprinted in Standard for the foreseeable future. It's not that the effect itself is terribly powerful, it's that Wizards refuses to print land removal with efficiency above a certain level anymore. Because it is unfun and it drives away newer players.
This is obscene. I've been playtesting the new standard as they become released with proxies in my playgroup and RWB build with Rabblemaster and that stupid Khan was already oppressive as **** and borderline improbable to beat unless you got a nut draw. This charm sure obscene. Absolutely ridiculous. "Did you draw that sorcery speed answer? Let me see real quick." Instant speed duress, even for 3, is ridiculous and feels very unfair.
This is a bit concerning-
Rabblemaster aggro decks are already *hugely* popular here,
and damned powerful with what they have already.
I'm not looking forward to more of the same
but with even less likelihood of achieving a Wrath (that will already cost 5).
Also annoying that they will be running the same Nyx-Fleece Ram that was the only thing giving me an edge on them
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
I'm not a major tournament player so forgive me for not knowing this but really, with a ll the X/1's and X/2's in those decks Anger of the Gods and or Drown in sorrow aren't enough to help you at least stabilize against those kinds of Aggro decks? Wow! They must be faster than I thought.
As it stands I think this charm will be interesting but not busted. Again, likely slower format overall but that means I do expect the aggro decks to take some early wins while everyone tests and gets established.
If that was the case, then I don't think they would have put Boomerang as a mode on Grixis Charm when it was printed. It was well past the point that Boomerang itself had last seen print for the most part, so I would put it at fair odds, but not great.
I like this charm. I like it a lot. I can see uses for all three modes, and can't wait to hit someone with instant speed discard. The mana cost is very restrictive, but that goes for all the Charms.
If that was the case, then I don't think they would have put Boomerang as a mode on Grixis Charm when it was printed. It was well past the point that Boomerang itself had last seen print for the most part, so I would put it at fair odds, but not great.
Grixis Charm was released six years ago. A lot has happened to Standard since then.
This seems fine, a conditional removal thats never dead, the only thing im concerned about is that this is no way helping u against an enemy polukranos. Overall i think sultai charm is better in constructed and this better in limited ( even if not stellar ).
Also my guess for temur charm is :
- +4/+2 trample
- 1 damage to opponent creatures and they cnt block til EOT
- boomerang
Boomerang is WAY too powerful for Standard, even at GUR, because it can bounce lands (don't get me wrong, I would love it if they actually did it). Nonland permanent might work, though.
How is Boomerang too strong for Standard? I can see it being too unfun, but what about bouncing a land is too powerful, especially at 3 mana?
Wizards has been being very conservative about land destruction. Having an Instant-speed 3 CMC land bounce is almost as good as Stone Rain, which will not be reprinted in Standard for the foreseeable future. It's not that the effect itself is terribly powerful, it's that Wizards refuses to print land removal with efficiency above a certain level anymore. Because it is unfun and it drives away newer players.
That's exactly what I was saying. It is not too powerful. It is just too unfun for Wizards to print.
If that was the case, then I don't think they would have put Boomerang as a mode on Grixis Charm when it was printed. It was well past the point that Boomerang itself had last seen print for the most part, so I would put it at fair odds, but not great.
Grixis charm (Oct 2008) was printed only a year after Boomerang's last printing (July 2007). There hasn't really been a cheap land bounce since then. I can't exactly see them printing it in this format though; especially since our primary source of mana-fixing seems to be come-into-play-tapped lands. But I mean, I guess it's a slight possibility.
I don't play standard, so I don't know if this is viable, but the token mode seems very powerful with a Purphoros down. Double shock and two first strike blockers seems powerful.
What's really crazy about this card is,
It's valuable to control, midrange, *and* aggro.
And given the chance your End Hostilities might be hit by this before you can cast it, Drown in Sorrow and Anger of the Gods become a *lot* better-
essentially making Mardu Control the best counter for Mardu Aggro and Midrange.
In other words, I foresee a LOT of Mardu decks in the future.
Stock up on this- it could easily be the money uncommon of the set.
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm WUBRGSliver OverlordGRBUW WUBRGSliver Hivelord(Superfriends)GRBUW
Madru in general seems to be going to 2 different directions.
1. The aggro direction. Zurgo Helmsmasher wants to attack. Mardu Ascendancy says attack. Ankle Shanker says attack
2. The control direction. Wingmate Roc says control or block. Mardu Charm is better on defense. Crackling doom is slow and says control the board.
The gods which could be relevant also play differently. Athreos wants you to play lots of cheap creatures to attack with. Iroas makes your attacking creatures unblockable and unkillable so attack often. While Mogis just sits around doing providing control and a slow clock.
I feel like there might be 2 completely different mardu decks as it seems it's hard to fit all these different ideas into a single set of cards.
What's really crazy about this card is,
It's valuable to control, midrange, *and* aggro.
And given the chance your End Hostilities might be hit by this before you can cast it, Drown in Sorrow and Anger of the Gods become a *lot* better-
essentially making Mardu Control the best counter for Mardu Aggro and Midrange.
In other words, I foresee a LOT of Mardu decks in the future.
Stock up on this- it could easily be the money uncommon of the set.
The charm is powerful, no doubt, but I'm not quite sure if it is what a Control or Aggro deck would want.
A "true" Aggro deck (lots of 1-drops and 2-drops, backed up by some spells) will probably have a hard time casting this (halfway) early in the game and might not even run 3 colors to begin with (Aggro values consistancy a lot since it has to win fast or go home), while a "true" Control deck (lots of counterspells, spot removal, sweepers) might not want to run this because it needs more specific or efficient answers (cards like Hero's Downfall or Dissolve that neuter their opponents' plays after they already spent mana on them).
If you can cast it in an aggro deck this card is great. The fact that ther It answers opposing creatures and acts as a threat, which helps prevent the situation where you draw too many answers for what your opponent is doing to stop you when you needed to draw threats. I think that it all depends on whether mana confluence and the other manafixing available makes it feasible for aggro decks to be slower than they are now, and given how durdly the format seems to be I think that's likely. The fact that there is as of yet no 4 mana wrath helps tremendously.
I am fully prepared for the Jeskai Charm to suck the most because UW are the control colors and they've been making sure Blue has nothing since Gatecrash.
Accept that mono-blue devotion/UW control were the best decks last season and this season they have an Omni-clone....
This card as a 2-3 of solves almost all the problems I was running into with my Mardu aggro build! (solves- Courier/Brimaz, can build a board state from nowhere, and Instant speed discard for those pesky wrath like effects!) I could not have asked for more from a card!
WRBoros Aggro (Glorious knights of badassery)
RBRakdos Bloodthirst (Undercosted waves of fat s***)
URIzzet Talrand/Pyromancer (b/c I hate you)
GRGruul Ramp and Stomp (SO FAT. SO FAST. RAWRRR)
GBGolgari Birthing Pod (b/c you wanted a challenge. I did warn you this BS is banned though)
BWOrzhov Lifegain Aggro (Removal for dayzzz)
WGSelesnya Tribal Golem-splicers/token (meh. Needs more upgrades. Perhaps switching to bant?)
WUAzorius Flicker (b/c I wanna annoy the f*** outta you)
GUSimic Evolve Aggro (Aggro takes a journey to the weird side of the color pie)
BUDimir Control (b/c I wanna peel your skin off and flay you within an inch of life before I kill you)
URWJeskai Ascendency Tokens (MUAHAHAHAHAHAHA)
RWBMardu Warriors (Butcher is da bomb)
GU Simic Morph (slow as s*** but oh so fun)
WBGAbzan Dredge-animator (PURE EVIL)
GWHexproof Aggro (Deal with it. Lemme guess, you cant?)
EDH Decks
UBRNekusar (Multiplayer MONSTA. 1v1 Klutz)
GRB Prossh (Set up engines. WRECK FACE)
GEzuri (Hey so I heard you liked Elves...)
UTalrand (Counter. Cantrip. Counter. Cantrip. Repeat till opponents die-- possibly of boredom)
Tiny leaders
WUDaxos (basic 3/1 fliers do basic s***. Also Daxos)
RWAnax and Cymede (Heroic weenie beats)
Standard
RRMONO RED AGGRO (RAWWWRRRR!!!!)
WUHeroic Aggro (Easy mode beatstick)
Storm Crow is strictly worse than Seacoast Drake.
It's a very powerful Duress. Instant speed discard is great, especially if you're playing against something like a control deck that can swing the game with a good draw. You can cast in on their draw step and nab their drawn card. It's much less conditional than the Sultai Charm, and while both are great this one is much stronger and is never going to be dead.
I really wish that they could just make an 1R instant Flame Slash. Monored Blood Moon decks in Modern having to play Skred for removal of 4 toughness creatures is annoying.
Storm Crow is strictly worse than Seacoast Drake.
How is Boomerang too strong for Standard? I can see it being too unfun, but what about bouncing a land is too powerful, especially at 3 mana?
Because blue definitely didn't get Keranos, Master of Waves, Tidebender Mage, Thassa, Swan Song, Essence Scatter, Negate, or Kiora. Those cards definitely see no play at all.
Storm Crow is strictly worse than Seacoast Drake.
While this is true, some of the charms (Esper Charm for example) actually have abilities that would normally be at least 3 mana.
Too bad they aren't humans.
Storm Crow is strictly worse than Seacoast Drake.
.
Wizards has been being very conservative about land destruction. Having an Instant-speed 3 CMC land bounce is almost as good as Stone Rain, which will not be reprinted in Standard for the foreseeable future. It's not that the effect itself is terribly powerful, it's that Wizards refuses to print land removal with efficiency above a certain level anymore. Because it is unfun and it drives away newer players.
This is a bit concerning-
Rabblemaster aggro decks are already *hugely* popular here,
and damned powerful with what they have already.
I'm not looking forward to more of the same
but with even less likelihood of achieving a Wrath (that will already cost 5).
Also annoying that they will be running the same Nyx-Fleece Ram that was the only thing giving me an edge on them
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
As it stands I think this charm will be interesting but not busted. Again, likely slower format overall but that means I do expect the aggro decks to take some early wins while everyone tests and gets established.
Mogis, God of Slaughter
Daxos of Meletis
I like this charm. I like it a lot. I can see uses for all three modes, and can't wait to hit someone with instant speed discard. The mana cost is very restrictive, but that goes for all the Charms.
Also, another 4-damage removal spell. Courser of Kruphix and Brimaz, King of Oreskos are asking why everything is hitting them. Sarkhan, this, Suspension Field, even Stoke the Flames... some of them also hit Stormbreath Dragon. Interesting to note.
Grixis Charm was released six years ago. A lot has happened to Standard since then.
That's exactly what I was saying. It is not too powerful. It is just too unfun for Wizards to print.
Storm Crow is strictly worse than Seacoast Drake.
Grixis charm (Oct 2008) was printed only a year after Boomerang's last printing (July 2007). There hasn't really been a cheap land bounce since then. I can't exactly see them printing it in this format though; especially since our primary source of mana-fixing seems to be come-into-play-tapped lands. But I mean, I guess it's a slight possibility.
It's valuable to control, midrange, *and* aggro.
And given the chance your End Hostilities might be hit by this before you can cast it,
Drown in Sorrow and Anger of the Gods become a *lot* better-
essentially making Mardu Control the best counter for Mardu Aggro and Midrange.
In other words, I foresee a LOT of Mardu decks in the future.
Stock up on this- it could easily be the money uncommon of the set.
Reprint Stasis!
Control needs more love.
EDH:
Momir Vig, Simic Visionary
Melek, Izzet Paragon
Oona, Queen of the Fae
Bruna, Light of Alabaster
Gisela, Blade of Goldnight
Rhys the Redeemed
Jarad, Golgari Lich Lord
Sen Triplets
The Mimeoplasm
WUBRGSliver OverlordGRBUW
WUBRGSliver Hivelord(Superfriends)GRBUW
1. The aggro direction. Zurgo Helmsmasher wants to attack. Mardu Ascendancy says attack. Ankle Shanker says attack
2. The control direction. Wingmate Roc says control or block. Mardu Charm is better on defense. Crackling doom is slow and says control the board.
The gods which could be relevant also play differently. Athreos wants you to play lots of cheap creatures to attack with. Iroas makes your attacking creatures unblockable and unkillable so attack often. While Mogis just sits around doing providing control and a slow clock.
I feel like there might be 2 completely different mardu decks as it seems it's hard to fit all these different ideas into a single set of cards.
If you can cast it in an aggro deck this card is great. The fact that ther It answers opposing creatures and acts as a threat, which helps prevent the situation where you draw too many answers for what your opponent is doing to stop you when you needed to draw threats. I think that it all depends on whether mana confluence and the other manafixing available makes it feasible for aggro decks to be slower than they are now, and given how durdly the format seems to be I think that's likely. The fact that there is as of yet no 4 mana wrath helps tremendously.
Accept that mono-blue devotion/UW control were the best decks last season and this season they have an Omni-clone....
This card as a 2-3 of solves almost all the problems I was running into with my Mardu aggro build! (solves- Courier/Brimaz, can build a board state from nowhere, and Instant speed discard for those pesky wrath like effects!) I could not have asked for more from a card!
Mardu Sligh for the win!
Commander
U Tetsuko Umezawa, Fugitive
RG Zilortha, Strength Incarnate
WU Yorion, Sky Nomad