Boros Charm

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.
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Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Uncommon
Masters 25 (A25) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Gatecrash (GTC) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Boros Charm occurrence in decks from the last year

Modern:

All decks: 0.21%

Commander / EDH:

All decks: 0.07%

RW (Boros): 5.16%

RBW (Mardu): 1.23%

RGW (Naya): 2.68%

Boros Charm Discussion

multimedia on Syr Gwyn, Hero of Ashvale

5 days ago

Hey, nice budget version of Syr Gwyn. You have good card sense. Choosing the better high CMC cards, the better equipment, the better lands with the budget you're working with and leaving subpar cards out :)

Cards to consider upgrading:

  • Syr Konrad, the Grim
  • Cabal Paladin
  • Varchild, Betrayer of Kjeldor
  • Josu Vess, Lich Knight
  • Corpse Knight
  • Smitten Swordmaster
  • Valiant Knight
  • Spidersilk Net
  • Bladed Pinions
  • Mortify
  • Inspiring Vantage
  • Concealed Courtyard
  • Tainted Field
  • Orzhov Basilica

Cards to consider adding:

Sunforger is a very good equipment when you don't have to pay it's equip cost; repeatable tutoring for an instant and casting it. Mistveil combos with Sunforger to put the instant you cast back into your library to then cast it again. This is a powerful interaction with Boros equipment strategies. You could expand a lot with a "Sunforger package of instants" especially because playing black, but even just having a few powerful instants is enough.

Good luck with your deck.

Bobonob on Dinin' RAAAAWWWW

2 weeks ago

(It's a-me. Marauding Raptor - 0.49 Forerunner of the Empire - 0.37 Runic Armasaur - 1.26 Congregation at Dawn - 2.50 Boros Charm - 3.03 (other copies as low as 2.23) Cleansing Nova - 1.75)

fixed

Joe_Ken_ on gisela, blade of goldnigth

2 weeks ago

Sunforger has always been a piece I feel is necessary in most Boros decks for that protection with a Boros Charm or other protective spells.

Another card I think would work great is Duelist's Heritage since double strike on top of double damage is just awesome.

antacidbrn on I am tired of losing ...

2 weeks ago

In my local Modern Meta, there are a lot of burn deck players. Most common is the Boros Burn deck with the usual spells: Lightning Helix, Lightning Bolt, Searing Blaze, Boros Charm, etc. Mana bases are usually a few shock, fast or pain lands with occassional Sunbaked Canyon.

The problem I have is that the game comes down to a dice roll most of the time. I am running Tiny Zoo, Naya colors, and the deck has its fair share of burn spells. But overall, the games vs. Burn are usually over by T4 and the winner of the dice roll wins the round. I am trying not to be salty, but I want to build a deck incapable of losing to Modern Burn. Any ideas?

I have kicked around with running Life Goes On or Dragon Claw in the main deck. Maybe Kor Firewalker?

multimedia on Naya Commander

3 weeks ago

Hey, good start and budget version.

If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.

Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.

Some budget cards ($5 or less each) to consider adding:

Lands

One drops

Two drops

Three drops

More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.

Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.

The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?

Good luck with your deck.

snishi on Blue Moon

3 weeks ago

1/31/2020 FNM

First time playing Modern since War of the Spark. Wasn't too sure of the meta at my LGS so I packed a little too much gy hate.

Round 1 vs. Dredge

Opponent was playing Dredge with Ox of Agonas.

Game 1:

Blood Moon on t3 limited his options which I Remand-ed back to his hand. No green meant no Life from the Loam to get his 5th land to hard cast the ox. Bounced 4 Prized Amalgam via Thing in the Ice  Flip Flip and attacked for lethal after some burn to the face.

Sideboard for Game 2:

Out: 4 Opt, 1 Force of Negation, 1 Serum Visions

In: 2 Grafdigger's Cage, 2 Anger of the Gods, 2 Ashiok, Dream Render

Game 2:

Started with an Anger of the Gods, Remand, Thing in the Ice, 3 lands, and a Lightning Bolt. T3 opponent casts Cathartic Reunion discarding 2 Stinkweed Imp and a Golgari Thug to dredge for 14. My T3 I remove Narcomoeba, 3 Prized Amalgams and a Bloodghast with Anger of the Gods. Drew the second Anger to keep his board clear. Tried to block Awoken Horror but when I showed Cryptic Command + Mystic Sanctuary he scooped with ~7 card left in library.

Round 2 vs. Eldrazi Tron

Game 1:

Opponent couldn't get t3 tron but managed a Chalice of the Void on 1, no can-trips or bolts for me. Played a Karn, Scion of Urza and decided to take an Expedition Map to try to get tron instead of a Mind Stone (He forgot that he couldn't cast it with Chalice). Remand-ed a Thought-Knot Seer twice and Cryptic-ed his Reality Smasher which flipped a Thing. Tried to stabilize with a Walking Ballista but before attacks I Archmage's Charm-ed to gain control of his only blocker. Game 2.

Sideboard:

Out: 3 Opt

In: Damping Sphere, Summary Dismissal, Ceremonious Rejection

Game 2:

I had my only Snow-Covered Mountain in my opening hand which threw off my t3 Archmage's Charm and t4 Cryptic. I got lucky when my opponent still couldn't get tron until t5. Couldn't counter a Thought-Knot Seer and he took a titi but I also had a Magmatic Sinkhole to remove it. Kept countering his threats until I managed to get Ral, Izzet Viceroy out, -3 his Ballista on 1, he pings Ral and I keep using his +1 and countering his spells until I managed to ult Ral. He scoops.

Round 3 vs. Rakdos Vampires

Game 1:

Opponent was playing a vampire-themed midrange deck with Vampire Nocturnus, Gifted Aetherborn, Stromkirk Captain, Kalitas, Traitor of Ghet, Sorin, Imperious Bloodlord along with the standard black cards like Liliana of the Veil, Fatal Push, Dark Confidant, and Thoughtseize. T1 Cavern of Souls was a pain but I could still draw a card with remand to dig for removal which I found in a bolt + snapcaster. I won with another snapcaster + bolt.

Sideboard:

Out: 2 Opt

In: 2 Anger of the Gods

Game 2:

Removed Kalitas with sinkhole and Force of Negation-ed his lotv when he tried to remove a titi which he did push later. Stabilized at 7 life by slamming a blood moon to get rid of Stensia Bloodhall and Lavaclaw Reaches but next turn he played Chandra, Awakened Inferno which I removed via bolt + sinkhole. Had to race him and beat him to death with a snapcaster and a Brazen Borrower. Won at 2 life.

Round 4 vs. Boros Burn

Game 1:

Had to remand a Boros Charm twice until t4 blood moon. Stabilized at 2 life but almost died to Searing Blood on my titi. Beat him to death with an awoken horror.

Sideboard:

Out: 2 Opt

In: 2 Anger of the Gods. At this point I didn't have any Dragon's Claw in my sideboard so I knew this was my worst match.

Game 2:

Had to mull to 6 which opponent was happy about. Fought through two Eidolon of the Great Revel and stabilized at 6 life. Slammed Ral, -3 on Monastery Swiftspear, and +1 until he ulted, countering every burn spell without using a snapcaster. Opponent scooped after I used bolt + mystic sanctuary + ral emblem. Showed me a hand of 3 Searing Blood + 1 Path to Exile (from sb to get rid of titi).

Overall:

I did not lose a single game this FNM but I knew I got very lucky vs Eldrazi Tron Game 2 and burn both games.

Changes to mainboard:

Out: 1 Snow-Covered Mountain In: 1 Steam Vents

Note: Even though most lists run 1 Mountain it still felt really bad having it in my opening hand. This time I wasn't punished but I can't rely on that every time. An additional steam vents keeps me at 5 red sources without blood moon and it acts as an additional Island for Mystic Sanctuary

Changes to sideboard:

Out: Relic of Progenitus In: Shenanigans

Note: Tonight I wasn't against a Stoneforge Mystic deck that my friend uses so I was pretty vulnerable to any artifact deck. Since I already have 6 cards in the sideboard that hate on graveyard decks and only ceremonious rejection for artifacts, I decided to put a recurrable hate card that can help deal with a variety of decks.

Last_Laugh on Edgar Markov, Vampire Tribal

4 weeks ago

Nice deck, I do have a few suggestions though.

Reconnaissance - 2nd post dedicated entirely to this card.

Scapegoat helps recover from hard to dodge wraths like tuck, exile, -X-X, and sac. I'd rather eat a personal Evacuation than be in topdeck mode. This card also doubles as a finisher with Purphoros. Boros Charm is nice too with you seeing lots of boardwipes.

Diabolic Intent - Demonic Tutor #2 here.

As far as cuts go... I'm not a fan of either Door of Destinies or Cathars' Crusade here. Both do nothing for your current board, cost a shit ton of mana for an aggro deck, and require gas after you play them. The 2 Sorin Bloodlords seem really underwhelming also.

Feel free to check out my list for ideas. Upvotes on any of my decks are appreciated. Edgar's Dega Vampires

multimedia on Primal genesis HELP!!!!!

4 weeks ago

Hey, what's the max budget you have to make upgrades?

It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.

This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:


The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.

The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.


I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.

Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.


Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.

I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?

Good luck with your deck.

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