I see mentions of the 4 dmg to planeswalker - this exists with Boros Charm throughout the last 2 years. That usage comes up every now and then but it was never a heavy factor in Boros Charm.
Should have bounced any permanent for walker control. Won't play it as it is. Worst of the charms.
1. dealing 4 to a planeswalker will often kill it or make it possible for you to deal with
2. the creature mode is insane given that everyone will be playing fetches "target creature's controller shuffles it into its library" is great
3. your card evaluation skills are subpar
OK, let me expand on what I said.
1. 4 damage is not enough for walkers. Trust me, I tried boros charm a lot and it never did the job, especially against Elspeth or the UB guy. In the end I only relied on the Boros charm for indestructibility, which is sad.
2. The creature mode is not 'insane', in fact it's mediocre. This is a 3 mana removal spell, and no guarantee you face a fetch land all the time, they will be costly money wise and still a lot of mono coloured decks around these days. Azorius charm was mediocre at 2 mana, adding a third of a different colour won't make it better.
3. The +1/+1 and lifelink is only good if you have a see of tokens or weenies, therefore win more.
Being able to give creatures lifelink gives you an out in tons of situations where you would just die otherwise. That is why Azorius Charm's lifelink ability was good even if it was the least used mode of the card. As for your other statements, being able to deal 4 to a planeswalker won't always kill it, but it's unquestionable a huge help and the fact that it can just burn for 4 makes that mode quite relevant. You are just wrong about the "bounce" mode being medicore.
[Being able to give creatures lifelink gives you an out in tons of situations where you would just die otherwise. That is why Azorius Charm's lifelink ability was good even if it was the least used mode of the card. As for your other statements, being able to deal 4 to a planeswalker won't always kill it, but it's unquestionable a huge help and the fact that it can just burn for 4 makes that mode quite relevant. You are just wrong about the "bounce" mode being medicore.
Ok, I get it now, you never actually used either Azorius or Boros charms before. If you had you would know that the lifelink on azorius was never used, the card had 2 modes, and the bounce was ok but not really worth 3 mana.
Should have bounced any permanent for walker control. Won't play it as it is. Worst of the charms.
1. dealing 4 to a planeswalker will often kill it or make it possible for you to deal with
2. the creature mode is insane given that everyone will be playing fetches "target creature's controller shuffles it into its library" is great
3. your card evaluation skills are subpar
OK, let me expand on what I said.
1. 4 damage is not enough for walkers. Trust me, I tried boros charm a lot and it never did the job, especially against Elspeth or the UB guy. In the end I only relied on the Boros charm for indestructibility, which is sad.
2. The creature mode is not 'insane', in fact it's mediocre. This is a 3 mana removal spell, and no guarantee you face a fetch land all the time, they will be costly money wise and still a lot of mono coloured decks around these days. Azorius charm was mediocre at 2 mana, adding a third of a different colour won't make it better.
3. The +1/+1 and lifelink is only good if you have a see of tokens or weenies, therefore win more.
Being able to give creatures lifelink gives you an out in tons of situations where you would just die otherwise. That is why Azorius Charm's lifelink ability was good even if it was the least used mode of the card. As for your other statements, being able to deal 4 to a planeswalker won't always kill it, but it's unquestionable a huge help and the fact that it can just burn for 4 makes that mode quite relevant. You are just wrong about the "bounce" mode being medicore.
Ok, I get it now, you never actually used either Azorius or Boros charms before. If you had you would know that the lifelink on azorius was never used, the card had 2 modes, and the bounce was ok but not really worth 3 mana.
The lifelink mode was the least used, but I used to play UWR flash and it was often what allowed me to put away games against aggressive decks by making it impossible for them to race me or burn me out.
Ok, I get it now, you never actually used either Azorius or Boros charms before. If you had you would know that the lifelink on azorius was never used, the card had 2 modes, and the bounce was ok but not really worth 3 mana.
That just isn't true. The lifelink mode, while used less often, is sometimes quite powerful. I saw life swings of 10-16 (5-8 damage with lifelink) with aetherling more than once. Ditto with elspeth tokens. But probably my lgs is the only one where that happened.
Ok, I get it now, you never actually used either Azorius or Boros charms before. If you had you would know that the lifelink on azorius was never used, the card had 2 modes, and the bounce was ok but not really worth 3 mana.
Although the lifelink wasn't particularly relevant much of the time, it was always a useful option to keep in mind. I am reminded of several instances where a U/W control player used that option to stabalize themselves out of burn range, particularly when Revelations just weren't coming. To say the card has only 2 abilities means that you are categorically terrible at using modal cards. This isn't Gruul Charm territory, where one ability is pretty much useless all the time(Regain control), another that is shoddy at best (3 damage to flyers isn't phenomenal), and the last is generally "meh" in the colors of overpowering the opponent (Falter).
This is similar to saying Boros Charm only has 1 mode, the 4 damage mode, as that was the most commonly used mode. Indestructible rarely ever came up, as the card was used in Burn, and the Doublestrike only matter with creatures whos power was 5 or greater (As the 4 damage from the Charm matched the extra damage from double strike at 4 power, and was more damage at lower powers). Do you agree with the assessment that Boros Charm has only 1 relevant ability? I would hope not.
Considering Elspeth is in its colors, I can easily see how +1/+1 and lifelink is not "win more", and more "Make sure I don't lose" or "Win this turn rather take the risk of passing".
As for the bounce, it's incredibly relevant, even without the opponent shuffling. One of the greatest aspects of Azorious Charm was that it completely blanked their next draw. You knew exactly what they were going to play, and could easily play around that knowledge. Considering you could set it up at instant speed, you could blank an attack for 2-3 turns with just that card, allowing yourself time to set up your next plays.
The 4 damage is odd, but it does provide a cheap answer to Xenagos on turn 3, as well as a handful of other walkers. Considering it also turns an Elspeth war to ultimate into something favorable, and it's actually incredibly solid. The 4 damage, while not vital always, can win you the game at times.
Point is, Modal spells options are what make them worth it, and there is enough reason for all of these to come up for this to be an incredibly strong card.
I think Jeskai is better if you are behind and pretty decent when your ahead than Temur Charm. You NEED a creature for Temur Charm to do ANYTHING, because if you don't have a dude... you will have a 3 mana multi-colored Mana Leak. With Jeskai u can get those last points of damage or prevent u from dying by [Insert Fatty here]. Also depending on how relevant Prowess is, the lifelink mode is technically a +2/+2 for all your Prowess Creatures.
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
As rwu control player in modern I am incredibly disappointed in this. Its good for tempo or aggro but its just terrible for control. I wouldn't include a single one anywhere in my 75.
Unfortunately every try hard from Sacramento to Shanghai preaches from the top of their 27 lands + Mana Reflection that Tooth and Nail and Time Stretch are fine to play in the same turn but Armageddon is unfair.
I wish it had a counterspell or draw mode - but I guess they want each charms effects to be unique and different, and both of those have been done in this cycle of charms before. I think they might be keeping the best for last..... abzan charm pleas be goood!!
As rwu control player in modern I am incredibly disappointed in this. Its good for tempo or aggro but its just terrible for control. I wouldn't include a single one anywhere in my 75.
I agree this charm isn't well suited in UWR cntrl or Flash but in the delver build i can see it making it as a 1 or 2 of.
Good card is good. The bounce mode is actually quite strong, the burn is a nice touch, and lifelink and pump are acceptable, more so because it can often lead to creatures getting +2/+2 thanks to Prowess. Will see play.
The bounce effect can easily work as a removal spell that ignores indestructible/regenerate with fetchlands, the pump/lifelink isn't good in control but works well in a tempo build with Prowess, and the burn mode can hit walkers. It is very similar to Azorius Charm, but whether the upgrade is worth an extra mana and a third color I'm not sure. Not the best of the charms, but yet another good one.
You haven't lived until you Boros Charm'd a PW off the field.
The ability to punish poorly thought out fetchland cracks by punting a critter off to the top of library where it'll be shuffled away helps justify the premium cost of the charm, in a vacuum.
I'm starting to like the Jeskai more as they start showing more of an aggro-tempo bent. A refreshing change from what is typically a control color combo.
That first mode will ruin a lot of days with Fetches back in the mix. I was hoping for some sort of Lightning Helix on this charm, but I am perfectly content with this card. Seems like a very powerful and worthy addition to our charm line-up.
Agreed. I might have to eat my words about control elements for Jeskai if Wizards is playing up the tempo bent for the clan here. Could be really interesting. And bouncing a creature in response to a fetch land activation is a great tactic for the Jeskai and the whole being tricky and using the opponent's strength against them.
I like this. It does feel a bit strange that this card doesn't have a counter or draw/cycle mode, but it fits the playstyle they are going for with Jeskai perfectly. In a tempo-oriented Jeskai deck, you want to play this on your own turn during combat, when your Prowess creatures are attacking. Any annoying blockers? Griptide them and set your opponent back a draw (easily my favourite mode, as you can also use it defensively). They have carefully assigned blockers as to not fall behind because they are already low on life? Shoot them into the face for 4. You can also 'surprise kill' a planeswalker. And finally the lifelink mode, which helps when you're in a race or just need that bit of extra power for the next attack. I imagine playing this will be really fun!
Being able to give creatures lifelink gives you an out in tons of situations where you would just die otherwise. That is why Azorius Charm's lifelink ability was good even if it was the least used mode of the card. As for your other statements, being able to deal 4 to a planeswalker won't always kill it, but it's unquestionable a huge help and the fact that it can just burn for 4 makes that mode quite relevant. You are just wrong about the "bounce" mode being medicore.
Ok, I get it now, you never actually used either Azorius or Boros charms before. If you had you would know that the lifelink on azorius was never used, the card had 2 modes, and the bounce was ok but not really worth 3 mana.
The lifelink mode was the least used, but I used to play UWR flash and it was often what allowed me to put away games against aggressive decks by making it impossible for them to race me or burn me out.
That just isn't true. The lifelink mode, while used less often, is sometimes quite powerful. I saw life swings of 10-16 (5-8 damage with lifelink) with aetherling more than once. Ditto with elspeth tokens. But probably my lgs is the only one where that happened.
Although the lifelink wasn't particularly relevant much of the time, it was always a useful option to keep in mind. I am reminded of several instances where a U/W control player used that option to stabalize themselves out of burn range, particularly when Revelations just weren't coming. To say the card has only 2 abilities means that you are categorically terrible at using modal cards. This isn't Gruul Charm territory, where one ability is pretty much useless all the time(Regain control), another that is shoddy at best (3 damage to flyers isn't phenomenal), and the last is generally "meh" in the colors of overpowering the opponent (Falter).
This is similar to saying Boros Charm only has 1 mode, the 4 damage mode, as that was the most commonly used mode. Indestructible rarely ever came up, as the card was used in Burn, and the Doublestrike only matter with creatures whos power was 5 or greater (As the 4 damage from the Charm matched the extra damage from double strike at 4 power, and was more damage at lower powers). Do you agree with the assessment that Boros Charm has only 1 relevant ability? I would hope not.
Considering Elspeth is in its colors, I can easily see how +1/+1 and lifelink is not "win more", and more "Make sure I don't lose" or "Win this turn rather take the risk of passing".
As for the bounce, it's incredibly relevant, even without the opponent shuffling. One of the greatest aspects of Azorious Charm was that it completely blanked their next draw. You knew exactly what they were going to play, and could easily play around that knowledge. Considering you could set it up at instant speed, you could blank an attack for 2-3 turns with just that card, allowing yourself time to set up your next plays.
The 4 damage is odd, but it does provide a cheap answer to Xenagos on turn 3, as well as a handful of other walkers. Considering it also turns an Elspeth war to ultimate into something favorable, and it's actually incredibly solid. The 4 damage, while not vital always, can win you the game at times.
Point is, Modal spells options are what make them worth it, and there is enough reason for all of these to come up for this to be an incredibly strong card.
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Off the top of my head counterspells that include Green or Red have usually been stronger than any that contain White.
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I agree this charm isn't well suited in UWR cntrl or Flash but in the delver build i can see it making it as a 1 or 2 of.
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The ability to punish poorly thought out fetchland cracks by punting a critter off to the top of library where it'll be shuffled away helps justify the premium cost of the charm, in a vacuum.
Agreed. I might have to eat my words about control elements for Jeskai if Wizards is playing up the tempo bent for the clan here. Could be really interesting. And bouncing a creature in response to a fetch land activation is a great tactic for the Jeskai and the whole being tricky and using the opponent's strength against them.
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