Boros Charm

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander 2016 Uncommon
Commander 2013 Uncommon
Gatecrash Uncommon

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Boros Charm

Instant

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  • Boros Charm deals 4 damage to target player.
  • Permanents you control are indestructible this turn.
  • Target creature gains double strike until end of turn.
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Boros Charm Discussion

mrfab13 on Trash Boros

4 hours ago

as for Intimidation Bolt, in the situation you have been overrun by creatures, you would be better off Boros Charm the face and cast a fog effect and untap and bolt the face again would be your best chance. for fog cards id look at Kami of False Hope, Holy Day, Ethereal Haze, Angelsong, Dawn Charm or Repel the Abominable. they are all very specific so carefuly read the text when desiding you fog (if you want one at all)

Xingact on Aurelia Wants Your Lunch Money (NEEDS HELP!)

10 hours ago

I think trying to lower your average converted mana would help out a ton. Cheaper cards to consider: Mother of Runes and Eight-and-a-Half-Tails for protection, Knight of the White Orchid, Solemn Simulacrum, and Burnished Hart, and Treasonous Ogre can help ramp out threats while applying pressure. Sunforger is an absurdly good card when including enough good instants. Some good targets: Dawn Charm, Boros Charm, Price of Progress, Return to Dust, Lapse of Certainty, Orim's Thunder, Tithe, Silence, Swords to Plowshares, Wear / Tear, and if you don't like blue, Boil.

InnerFlame on Let's have that talk: Burn

1 day ago

Burn, a deck I've seen best described as "the counter-less Control deck, the creature-less Agro deck, the combo-less Combo deck. The thing that makes this deck tick is the simple fact that it has no classification outside itself." it's one of the oldest decks and competes almost every format, a feat not all decks can bost; however, there seems to be a stigma or prejudice agand net the deck. And that, is what I want to talk about.

When my deck, deck:my-burning-crush-on-taylor-swiftspear broke grounds on the site, it was met with a larger amount of support and admiration than I thought it would, or at least more than new user me would have expected. and when I would play it, deck performed decently well. Even better, when other people piloted the deck, they would comment back to me how well they did. It is important to note, I'm not saying burn was my idea or that my deck was something special, simply that it was a generic burn deck with some minor tweaks. Mine just had a name of interest. What's important to note is that those who piloted it, liked the deck and it performed well. Though, when I would play with the deck in an FNM, I would catch some negative vibes from my pears. I'd get the sighs when my opponent found out they were playing against a burn deck. I catch the murmurs of opponents dreadfully explaining how they lost to burn. I once even had a player rage quit and yell "it's not even a real deck" as he protested against my deck after his Jund deck sizzled out. The latter really kind of offended me. Even outside of FNM, around the LGS and online, is hear players bash burn saying the same thing, "it's not a real deck." Some even said it wasn't competitive, and of course, there is the ever so popular saying "it takes no skill to play." It even got to a point where one of my favorite players when I started playing magic, Lee Shi Tian, wrote about how one of his fellow players became so "desperate" he turned to burn for a pro tour. Needless to say, I disagree. This all left me in a mind rut I couldn't get out of, though. I loved burn. I didn't only perform decently well with burn, but burn represented me as a player (overly aggressive). But, every time I played with it or defended the stance of it, I'd be magic shamed.

Why? Why the magic shaming? Why the resentment and shaming? Burn is a deck, it's not like it's been crafted out of non magic cards. Anybody that's played magic for a long time will tell you burn does take skill to play. In fact, a lot of games it takes a skilled player to play burn because one misplayed spell can cost you the game. It isn't a mindless deck, for the previous reason on top of having to learn how to play control with a burn deck. Burn players are forced to make decisions on nearly every cast. It's not always straight to the face of every opponent and tap out every turn, especially when playing against a control deck. It takes knowledge of every deck and planning of what might happen if you cast this spell or if you need to get rid of that creature. At the same time, you can't get too off track of your combo to 20 life. It's a fragile deck that performs well in every role if it has a well-practiced pilot.

Versatility is a key to a deck, and with burn, the basis of the deck can stay the same while changing how it feels by mixing some things up. As of now, Naya is the preferred burn color. But there are mardu and jeskai variants of the deck that can attack different weak points of the deck and change how the deck interacts slightly. Essentially, the core idea of burning stays put as you change colors, but changing colors sets the deck up for different situations all together, and does so very smoothly. Which could be a saving grace in a deck that appears very linear.

Even more, the meta for burn currently doesn't seem like it couldn't be better. Death's Shadow is running modern top 8 list right now, not because the deck is just powerful enough to make up 15% of top 8s, but because of the sheer number of players playing the deck right now. Everybody is playing it. And if you have the chance to play against it twice out of your 4 or 5 rounds at an FNM or larger tournament (adjust figures), is burn not one of the decks you'd want to be playing against a deck that does 10 damage to itself. Ever since twin left the scene, there's been no good control-yes twin was a combo deck but also a tempo/control deck-that has taken modern like the aggro decks have. And all the combo decks can be hosed by burn, especially after sideboarding. Fetches and shock lands are more prevalent than ever before, almost guaranteeing a free Lightning Bolt or Boros Charm . Really the only deck that has burns number right now is junk, and that build has fallen out of favor in recent months. It's a turn four deck, in a turn four meta which is doing nothing but helping burn.

As far as I've been able to identify, there anti-burn discussions are based off of 3 main points. The first being, an opponent of burn won't win off skill. Modern isn't fair, it's been well documented on how there's a ton of decks in modern that aren't fair. If you're going to play a fair deck in a unfair format, you shouldn't be a sore loser about it. And yes, I'm going to want to play a deck that gives me those free wins sometimes, positioning myself in a good spot; that's just common sense and good planning. Secondly; it takes no skill to play burn. I discussed this above, but pretty much, it's such a fragile deck that every spell matters. Lastly, the deck is too linear. The biggest weakness of the deck is that it is not very resilient. It likes to do one thing in one way. It can be altered a bit by changing a few points of the deck, however this can take away from the overall aggression of the deck burn is famed for. Changes that include the inclusion of Wild Nacatl, changing colors for Tasigur, the Golden Fang, or protecting against lifegain outside of Skullcrack and Atarka's Command with counters or Rain of Gore .

It's an ever changing deck that has evolved throughout the past 25 years, and will do so going forward by adding a card here and there, possibly even colors. But still today, I don't understand all the hate that surrounds the build. Maybe it's magic's biggest misunderstanding. Maybe it's time to put the burn shaming to rest. Maybe I'm just delusional.

What do you all think?

Daedalus19876 on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

2 days ago

Anima2900: Thanks for the +1 :) I do face Propaganda sort of effects a lot, and they slow me down (though since I'm attacking with only a few creatures they're not fatal to my gameplan).

Sandwurm Convergence hasn't showed up much yet (too expensive for fast combo decks I suspect), but when it does I may have to include more removal beyond Return to Dust and Chaos Warp.

"Destroy all artifacts" is a thing I do face, and I have two options: either outrace them so they're within lethal range without my buffs, or prioritize tutoring for Sunforger so that I can access Boros Charm at will.

And mass exile hurts. I can rebuild, but it hurts. Luckily, there aren't many good mass exile effects (beyond Consulate Crackdown and Merciless Eviction), so this is somewhat infrequent.

Thank you for your interest in my deck! ;)

Daedalus19876 on Judgment Day: Avacyn the Purifier EDH | *PRIMER*

2 days ago

Anima2900: I play in a playgroup with a lot of high-power artifact-based combo decks, which tend to use Counterspells as their method of control (which, as I said earlier, my deck plays well against).

Stony Silence does hurt but I rarely run into it (because it hurts my opponents more than myself so they often aren't playing it). But even without my artifacts, aggro options like Serra Ascendant can close out the game.

And I have Boros Charm (which can be Sunforger'd) and Avacyn herself to aid with Planar Cleansing mitigation. But I'm fast to rebuild on an empty field so it doesn't worry me too much.

And "target player sacs X creatures" effects don't worry me that much if they're one-time. I can just play another creature and re-equip to make another threat.

007ooi on Queen Marchesa's Evil Boros Army

3 days ago

precociousapprentice, Thanks for the comments. Duelist's Heritage is an interesting recommendation, but I think because I've gone for a bit of a "go-wide" strategy, it probably doesn't fit here. The largest creature I ever have on the field is Jor Kadeen, the Prevailer and I don't think he makes the card slot worth it. Key to the City falls in a similar category, not synergizing particularly well with a wide field of tokens and working better with singular large creatures.

Sunforger is obviously a strong consideration as long as a deck features Red-White, but while I do have an equipment sub-theme, I think having only three targets (Boros Charm, Mortify, and Wear - which can't be cast with fuse off Sunforger) actually makes it a weak inclusion. I could look for more synergy, but that would involve cutting a lot of cards.

casmiel on Planning allies deck, feel free to leave feedback!

5 days ago

Allies is actually a pretty decent Modern deck, especially if you can afford Naya colors and play Collected Company (like 1000x times better than without), but it might kill your budget. There are a couple of cheap things you can do though:

+4 Expedition Envoy - you need Ally triggers, this will do the job just fine and speed your deck up

+2 Selfless Spirit - not an Ally, but it protects you from Boardwipes like Damnation and makes blocking your board a difficult decision for the opponent

+3 Kabira Evangel - doesn't look like much, but protection from colors is one of the best abilities in Magic. They can't block in certain colors, can't damage your Allies, can't target your Allies.. it's really good. Gets a million times better with either Aether Vial or Collected Company so you can bring in Allies at instant speed, effectively countering your opponent's removal

+4 Reckless Bushwhacker - speeds up your deck by quite a lot, Surge is also easily paid with Envoys or Freeblades on Turn 3

+4 Akoum Battlesinger - doesn't look like much, but is pretty deadly early on, and you want to win early with Allies

+2 Firemantle Mage - evasion is a must in decks like this

+4 Ally Encampment - no reason not to use it, the best land for you

+4 Clifftop Retreat - you need lands that come in untapped, every turn counts

+4 Battlefield Forge - forget about the damage, the speed is what counts

+4 Lightning Bolt - need removal, Path to Exile is better of course, also good to land the last few points of damage to the face

+4 Boros Charm - an absolute allstar in this deck, every mode is good and relevant

Cut out all of your 4 and 5 Mana creatures, their effects are impressive but there are just too many decks that do better stuff at that time. It's better to have a lot of small and quick creatures in decks like this.

Also out with: Makindi Patrol and all of your Sorceries and Enchantments, they are not very good unfortunately. Stone Quarries are too slow as well. Gideon is fine, though not necessary. Maybe cash it in to get money for the other replacements, but it is actually a good card to play here as well. Kor Bladewhirl is also only more or less passable, you can cut it out in the future. Kabira Evangel and the Firemantle Mage do something better for you, they don't even allow the opponent to block your creatures just to buy time, but Bladewhirl is the last card I'd replace here. As for your lands, you should roughly have double the amount of Plains as compared to Mountains, if you change the deck in the way I suggested.

Good luck with the deck

xyr0s on Burn Baby Burn

5 days ago

So, the basic burn cards are there, like Lightning Bolt and Rift Bolt... but no Boros Charm or Lava Spike. I'm getting a sense, that the deckbuilder is a bit new to burn decks and strategies, since a 6 cmc planeswalker, a 4 cmc enchantment, and a creature that are made for lifegain all are 4-ofs. In short (and rude) terms: they all need to go. Or something else needs to go. But since it says "burn" in the deck title, it's probably better to go with a burn plan.

Soulfire Grand Master does not really help you, since what you want is early damage in large amounts. It costs 2 mana, and does not have haste. And for what you are trying to do with a burn deck, lifegain is mostly irrelevant. Buyback could be funny, but the cost is way too high. If you can afford it, exchange for 4 Eidolon of the Great Revel. Yes, it hurts you as well as your opponent. But since you are pressing their lifetotal hard early on, it's worse for them than you.

Outpost Siege best case, you get an extra card to play in turn 5. That is after you spent all of turn 4 playing a card, that did nothing when you played it. Ask yourself: Is this something I want to do with a burn deck? Could be exchanged for Abbot of Keral Keep of you really want that extra card, but your deck is really missing a set of Searing Blaze.

Chandra Ablaze consider: At your current land count, you get to play this card at turn 8 (you won't hit all your lands drops, see?). Is this a good card in turn 8? Maybe. But burn decks hope to finish the game way earlier, and any reliance on "refilling your hand" or "grind by card advantage" indicates that you are not really playing burn. How about a nice set of Lava Spikes instead? Cheap and simple card, point at opponents face, attack with prowess creature afterwards.

Lands: You have about 4 lands too much. Like someone previously suggested, a set of Boros Charm would be good. Mostly for the 4 damage, but occasionally for the other modes of the card too. 4 less land, 4 more charm.

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