Boros Charm

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Boros Charm

Instant

Choose one —

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

Price & Acquistion Set Price Alerts

A25

C16

C13

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Boros Charm Discussion

Last_Laugh on Edgar Markov

4 days ago

Just a few things I'm noticing that need a little TLC. Card draw, board protection, and a few of your mana rocks.

Card Draw: Consider Greed, Necropotence, Phyrexian Arena, Twilight Prophet, Skullclamp, Dark Prophecy, and/or Herald's Horn. I run all of these except Phyrexian Arena personally as the deck can put you in topdeck mode fast

Board Protection: Find room for Boros Charm and if it's in your price range Teferi's Protection. There's a few other options like Rootborn Defenses but it does nothing if you don't have a token to populate and only protects creatures. This deck folds to boardwipes pretty hard, protect that boardstate.

Rocks: I'd get rid of your 3 cost mana rocks (excluding Chromatic Lantern) for Talisman of Indulgence and use the other 2 slots for new cards.

I also 100% recommend running Reconnaissance. This card is amazing in any deck with attack triggers like Edgar but is even better with a go wide aggro plan like vampires.

It allows you to attack with everyone (yes, even that 0/2... why not?) then untap any of your attacking creatures to avoid bad blocks, untap after first strike damage but before normal combat damage (great with Drana and busted with Stromkirk Captain), and/or untap after normal combat damage is dealt due to the creature still being an attacking creature until the end of combat step ends.

In short... attack with everyone, deal damage in most circumstances (besides avoiding bad blocks), and have every one of those creatures untapped and ready to block or abuse things like Captivating Vampire.

Tenshi41 on Angel Tribe

5 days ago

Response to Vargavaka comment.

It ramps like crazy almost have no problem with the CMC. I am having trouble with control decks; they are able to destroy my one or two big creatures leaving me with little cards in hand and a bunch of useless equipment. I’m thinking about upping the number of draw cards.
I do have several things to protect me against wrath effects like Teferi's Protection, Avacyn, Angel of Hope, Boros Charm, and Wild Ricochet If the spell is targeted. I also can tutor for Teferi and Wild Ricochet with Sunforger. I have more trouble with repeated single target removal then I do wrath effects, but Selfless Spirit dose sound very good option. I can also reoccur its effect with Sun Titan.
Remove:

  • Treasure Nabber: Likely to get removed if non green, little effect on green players.
  • Archangel of Thune: Not going wide, most of the time I have few creatures on battlefield making the effect very weak.
  • Angelic Skirmisher: Most other angel have one or more of the effects granted, making it less powerful.
  • Blade of Selves: Not enough ETB effects or synergy. CMC high to equip.

Adding Cards:

  • Combustible Gearhulk: More card draw, with high CMC can do massive damage with commander out. Synergizes well with commander and top card manipulation.
  • Etali, Primal Storm: Cheating cards in to play. Synergizes well with high CMC deck and top card manipulation.
  • Druidic Satchel: Good Ramp and Blockers. Synergizes well with top card manipulation.
  • Selfless Spirit: Good protect from board wipes, and repeatable with Sun Titan.

Wazzdakkaguzmek on Reckoner Swans

1 week ago

The plan is to survive the first few rounds and get the cards in hand to get infinite life with the help of Boros Reckoner, Boros Charm and Azorius Charm.

The swans help me draw cards and Shalai keeps my opponent from taking advantage of the swans. The Locust God supports me with additional tokens.

I have not even played the deck yet and I can not say yet how to finish the opponent

PookandPie on Arcades, the Strategist

3 weeks ago

Teferi's Protection would be a good call. I notice you run Eerie Interlude and Ghostway, but Teferi's Protection is substantially more protection for the same mana cost.

As someone who has lost after casting Ghostway, I think Teferi's Protection may be worth a look. If someone Jokulhaups + Boros Charms, you don't have to worry about them swinging all out at you and taking you out, among tons of other examples I could use. The downside is it exiles itself so it can't be brought back via Mnemonic Wall, but you have two of this effect for that + Mystical Tutor, so I think you'll do fine.

shaistyone on

3 weeks ago

I'd look at the Dwarves that have a vehicle focus for your creature base. And definitely have more creatures to help ensure you can get your vehicles moving.

Other than that, have you thought about making this RW only? Your green seems underutilized, and having it in there really strains the manabase. You could swap Veteran Motorist for the Companion and Boros Charm for the Heroic Intervention, as an example.

M_Malcom on Quest Goblins

3 weeks ago

If your considering white Boros Charm is a must. Then you can deal 8 damage in one turn as well as protect your guys.

cdkime on BURN!!!

4 weeks ago

Currently you have three cards that are not Modern-legal (Chain Lightning, Fireblast, and Molten Influence). I would consider the following replacements:

  • Eidolon of the Great Revel. This is, perhaps, the most Red card one can play. It hurts you, but will end up hurting your opponent far more. The vast majority of spells in Modern are under 3 CMC, meaning most every spell your opponent will play will ping them for 2 damage. While you're playing a lot of spells that will ping you for 2 as well, they also deal 3 damage to your opponent, so you come out ahead in that exchange.

  • Skullcrack is a solid burn spell with some pretty nifty additional effects.

  • Searing Blaze will often hit your opponent for 3 and take out one of their creatures.

The next thing you'll want to do if you wish to play competitively is make a sideboard. A sideboard is a set of 15 cards that do not go in your main deck, but can be substituted in and out before games 2 and 3 of the round. You're a bit limited in mono-Red in what you can place in your sideboard, but some solid options would be Abrade (as shirouu suggested--I'm just not sure you want to mainboard a spell that can't hit an opponent), Ensnaring Bridge (to deal with creature-heavy decks, substituting out your own creatures), and Relic of Progenitus (to put pressure on Delve and other graveyard shenanigans).

That will give you a very solid deck to start. If you feel like upgrading down the line, consider adding White for Boros Charm and Lightning Helix (and Deflecting Palm, Path to Exile. and Wear // Tear in the sideboard). You can also add one copy of Stomping Ground, fetch lands, and a sideboarded Destructive Revelry to deal with artifacts/enchantments.

But adding those colors can be quite expensive due to the fetch/shock lands required. You'll have a solid list with mono-red, albeit one that can't deal with enchantments.

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