Choose one —
-Counter target sorcery spell. - Destroy target creature with power 2 or less. - Look at the top three cards of target player's library. Put one back and the rest into that player's graveyard.
|Want (2)||Lastexile0 , synstaley|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Dimir Charm occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Latest Decks as Commander
Dimir Charm Discussion
3 days ago
I got halfway through your analysis and realized it’s off. You think Dimir Charm is a “genuinely good” card. And that’s just patently false. Even back in RTR standard, people didn’t play the card.
This is the response from people during standard where Dimir Charm was legal. Sure, Dimir charm is INTERESTING, but it’s not good. And that’s where your analysis falls flat.
4 days ago
Skip to second large paragraph for thoughts on how to change card design.
I find myself losing interest in the game because the part of it I liked most, diving deep into card databases to search for weird interactions or old cards that combo with new ones, is disappearing. Deckbuilding seems to be very simple and just pairing the best threats with the best answers and the best fixing. I think instead of increasing the power level outright, WotC has slowly pushed cards so everything is at the same power level. Tarmogoyf is sometimes, but not always, better than Gurmag Angler, Path to Exile is sometimes better than Fatal Push, and so on. Turns are more explosive and longer, games seem to be effectively won or lost in the first three turns of the game, and every individual card matters less. Also, genuinely good and interesting cards like Dimir Charm become bulk junk because efficiency is literally all that matters and there are too many efficient cards out there (no one's running Dimir Charm in Pioneer as Fatal Push 5-6). Even the Against the Odds series is just one somewhat janky card that's fit in with 10 tutors and 20 support card. There's no incentive to truly build around a card or innovate anymore.
I'd really like it if WotC made the game more about resources than the kind of rock paper scissors with threats and answers that I see now. My suggestions are to: 1) Put fewer lines of text on most cards to make the few engines and mana sinks that do exist in any one format more powerful individually, but more fragile because the deck relies on them more. 2) Aim for shorter turns and more turns per game (so, players would have to pick and choose how to spend their turn interacting instead of being able to do everything at once). So fewer explosive "I win" turns and more tight, down to the wire, will I draw a removal spell, threat, engine, etc. in time games that rely on an efficient use of resources. This would come in the form of higher activation costs, fewer activated abilities, fewer draw cards (every color but white has tons of options now), and weaken count to 20 aggro so those decks become more D&T than Burn.
Do you prefer newer card design to older card design? Is there a difference? Is how decks are built changing?
2 weeks ago
Personally I think it's a little underrated. Even if Drown in the Loch is a bit better, Dimir Charm is still perfectly functional, and modal cards are usually a little better than you think they are. Though mode 1 is a bit too limited, it's still nice to have access to, as already pointed out, and mode 2 is a perfectly good kill spell most of the time, but mode 3 is where it's at. If you look at it a certain way, it's very nearly a Fateseal 3, and if you need to, you can even use it on yourself, either to dive for a certain card, fuel delve spells or whatever. I actually use two of them in my modern mill deck, Waste Away
2 weeks ago
I ran across Dimir Charm while building my pioneer Esper control list. Anyone else feel this may be playable? The removal hits a lot of things we see in pioneer deck lists. The counter can be relevant in a few matchups. The pitch cards to the grave lets you foil some game plans and set up your opponent’s next draw.
4 months ago
As far as budget alternatives, here are my suggestions:
Damnation and Toxic Deluge : these are hard to replace because we don't have too many options that do what they do for the same mana cost. You could consider something like AEtherize or Whelming Wave .
Force of Will , on the other hand, is very hard to replace. Whatever you choose to include instead of it won't be the same. You want Will because you can tap out and still have a response, therefore something like Arcane Denial would be suboptimal. At the same time, another "free" counterspell like Foil won't be ideal because it rips two cards from your hand instead of one. The only decent option, I think, would be Pact of Negation , even though it's more useful as a protection for game-winning combos instead of player-OTKs.
Intuition is another card that is incredibly hard to replace, as it's one of the 2/3 best cards in the deck. You could go with a Corpse Connoisseur , but I recommend you to get a copy as soon as possible if you enjoy the deck as it is one of the best upgrades you can make.
Phyrexian Dreadnought , unfortunately, cannot be replaced. It's the key card of the deck. No other creature is that powerful for such a low CMC. Nyxathid and Eater of Days are a few options, but they pale in comparison with the Dreadnought.
As for your suggestions, I kind of like Archmage's Charm for the utility of its second mode. The only problem I have with it is its mana cost which can sometimes be awkward, making the spell not always consistent. I don't really like Dimir Charm . It's first mode is rarely useful as oftentimes we want to counter removal spells directed to Lazav during our turn, and those are almost always instants. The second and third modes are okayish, but other spells do the same things better. I do get that this is a versatile spell, giving you the option to do three different things, but I believe that dedicated spells will serve you better. If the first mode gave you the option to counter an instant spell I would consider it, but as is it's not ideal. Also, I'm not a huge fan of Force of Negation in this deck. The moment you want to be able to counter spells is often during your turn, when you are trying to kill a player and that player is trying to disrupt you. In that case, Force will be useless as it won't be free. On the other hand, it's also true that if you manage to kill an opponent, chances are you are forced to tap out. This leaves you vulnerable to disruption during the other players turns, and in this case Force will come in handy. I don't know. I'm not fully convinced, but I could change my mind.
I will be checking your own deck and give you some feedback!
4 months ago
Working on my own build, using your list as heavy inspiration. I love it, and can't wait to kick ass with it. Do you have any budget options for some of the higher priced cards? If you'd be so kind to check my deck out, I'd appreciate it. It's Dirty Shapeshifting Tactics.
What are your thoughts on Archmage's Charm could be handy as a utility counter spell. What about Dimir Charm , which can be used to get rid of pesky, small creatures, take care of a sorcery, or manipulate either your or your opponents top deck. And Force of Negation seems like a perfect card to have in the deck.
4 months ago
- I really enjoy these quirky tempo cards and the tempo archetype is exemplified by this card.
2/ Ephemerate - I like blinking a lot as a mechanic and this does it twice.
3/ Dimir Charm - so many good options on this one, it is quickly becoming my number 1 charm.
4/ Delay - similar to number 1, I like quirky counterspells that require a certain deck to be good.
5/ Fact or Fiction - i like interactive cards like this one.
6/ Brainstorm - a classic card that needs no introduction, but requires a lot of skill to master.
7/ Selvala's Stampede - the Conspiracy multiplayer mechanics are one of my favorite and this card has won me too many games.
8/ Venser, the Sojourner - simply the best planeswalker ever. Too bad he dead.
8 months ago
Circu, Dimir Lobotomist would just add another dimension to this deck.
I would want a few more removal spells, like Fatal Push .
Dimir Doppelganger could bean extra way to cheat high cmc creatures onto the field.
Glimpse the Unthinkable is useful in any mill deck.
Aid the Fallen can get spells back from the graveyard.
I would definitely try to work in Ashiok, Dream Render .
God-Pharaoh's Statue is just mean.