Char

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Twenty (V13) Mythic Rare
Ravnica: City of Guilds (RAV) Rare
Promo Set (000) None

Combos Browse all

Char

Instant

Char deals 4 damage to target creature or player and 2 damage to you.

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Recent Decks

Char Discussion

Durkle on U-Control

5 days ago

Blue mages unite.

So there's a couple things you should consider when making a list like this. The biggest thing is: Why are we playing mono blue and not splashing a color? What does mono blue let us do that we couldn't otherwise do with a splash? Currently you don't have a very good answer to that question, honestly. You're not actively benefiting from only playing 1 color, you're just nerfing yourself by limiting your options to interact.

But.

There are a couple things you can do to make use of mono blue cards and mono islands. The first is making use of several copies of Disrupting Shoal. HIGHLY recommend this one. Excellent excellent card, but doesn't really have a home in modern. It fits best into this kind of shell naturally. Really catches people off guard.

The second thing is playing a couple copies of Vedalken Shackles. Honestly not the best suited card in modern right now (what with k commands and crazy fast clocks) but still a super solid card, at least deserves a place in the sideboard probably against goyf decks and such.

Tempest Djinn is also kind sweet as a finisher, but it's super unproven and probably too clunky.

..I'm about to just list off a bunch of random suggestions, feel free to ignore whichever ones you don't like.

I think Ancestral Visions is a trap in this deck. At least main. As a 4 of. At the end of the day, this is a tempo deck, and WILL struggle late game against decks that play more inherently powerful cards, so all this card is doing is trying to slow the bleeding. It's a very weak turn 1 play when you could be casting a delver or setting up with a serum visions or holding up spell snare, and it's an absolutely atrocious topdeck. I'd avoid this one in here. Just my own two cents.

Spreading Seas is a good card, but I don't like 4. They makes delvers harder to flip and you usually have to commit to tapping out on turn 2 to make the best use of them, which I personally don't like. Wouldn't be the worst thing ever to keep them, but its not like its filling the same role that it is in merfolk, where it gives your guys evasion and you can still be playing guys with vial while you tap out to cast spreading seas.

Psionic Blast is worth a consideration. Colorshifted Char is pretty sweet, and gives you some good interaction / game-ending potential. Alternatively I think even a Dismember or two would be kinda nice.

Embracing tempo, Vapor Snag is a card you probably want. It's like extra copies of remand but it's 1 mana, only works on creatures, and pings them instead of drawing. Super solid. Can also be used to save your own guys in a pinch.

Every creature you have right now is a wizard. You could consider trying Wizard's Retort and just getting to play the card Counterspell in modern. You might want to play a few more wizards to enable this plan, in which case you could consider playing Mutavault as a manland, and then stuff like maybe Nimble Obstructionist or even Baral, Chief of Compliance to give you a few more wizards. Baral is actually kinda sweet, he lets you cast Cryptic Command on turn 3, and then you even get to loot off of him.

Commandeer is absolutely hilarious in the sideboard. I know it looks like a weird edh staple or something, but try laughing at it when you steal a Karn and then exile their tron land with it. Absolutely silly card, definitely worth a slot or two imo.

Since you're playing fetches and stuff anyway to help enable JtMS, I feel like splashing a single Hallowed Fountain could actually be very nice. Gives you access to things like Stony Silence and Geist of Saint Traft postboard, which can give you a chance in your bad matchups. You could play Rest in Peace over relic as well.

And uh... I think that's all I've got. Hopefully there's some helpful stuff in there. Best of luck my blue brother

piratelake on Gobln Raid

2 months ago

mp510 well you already have Lightning Bolt so thats good. here are some other great burn spells: Chain Lightning, Devil's Play, Char, Fireblast, Incinerate. those are just a few, there are many more.

Funkydiscogod on Big Bolt?

6 months ago

There have been similar cards in the past, but none of them have approached that power level. As damage increases, to keep it balanced, the mana cost would need to increase by more than you'd expect.

The closest thing you could compare your 4-damage Big Bolt to, is Flame Javelin, which is an older, more flexible Unfriendly Fire. There is also Char which included a drawback because its cost was so cheap.

Also, a 6-mana burn spell would need a higher cost than Explosive Impact. If the "2 generic mana = 1 colored mana" conversion rate is to be believed, this card implies 5 damage would be fair at the cost .

It turns out that Lightning Bolt is above the curve on burn spells, and makes a poor baseline for new card proposals. If you want to make a balanced spell, you should look at Shock and Lightning Strike for the correct way to cost a new burn spell.

SteelSentry on New Format: Whoever loses, wins.

11 months ago

Definitely Red, and just build a burn deck that hits myself. Shoutout to Char, and probably put Fire Covenant and Boros Reckoner in there for a potential turn 4 self combo kill

Tyrant-Thanatos on How much damage would a ...

1 year ago

A beefed up Char for instead of ? I could see it happening.

Firebones675 on Lyzolda, the Blood Witch

1 year ago

Is it designed for duel commander (2 player) or regular commander (3+ players)? As duel commander starts with 20 life now whereas regular starts with 40, different strategies are more viable. There is also a slightly different banlist so some of the cards i would recommend for one are not legal in the other.

Here are some suggestions that hold true for either case.

Burn spells: A lot of the burn spells in the deck at present like Lightning Strike aren't ideal. Instead you should run Lightning Bolt, Flame Javelin, Exquisite Firecraft, Char, Chain Lightning

spot removal: Dreadbore, Terminate, and Murderous Cut kill most creatures. Yes you can use your burn for this but idealy you would rather save burn to hit players directly and bigger creatures can't be killed by damage as easily. Planning on burning your opponent out is a bit more relevant in duel commander but you still need removal for big creatures in either format.

some of my other comments are a bit dependent on which format you want to build for.

DemonDragonJ on Unbalanced/Poorly-Designed Cards Made Better With ...

1 year ago

enpc, if Flame Slash cost 2 mana (and perhaps dealt 1 or 2 damage to its caster), I believe that it could target players and still be balanced.

With that being said, here is my revision of Char:

Char Show

I dislike how char costs 3 mana, since it already has the drawback of damaging its caster to balance its higher damage compared to Lightning Bolt; there is no need for it to have such a high casting cost for its effect.

trdl23 on wait what you're dead already?

1 year ago

If you want to be a burn deck, you should be a burn deck. There's zero reason to have cards like Seething Song or Banefire when your goal should be to use as mana-efficient burn as possible.

Cards to look at: Monastery Swiftspear, Lava Spike, Searing Blaze, Char.

These are all cheap in mana, cheap in money, and mono-Red.

Have fun, and burn on.

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