Dimir Charm

Legality

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

Printings View all

Set Rarity
Gatecrash Uncommon
Promo Set Uncommon

Combos Browse all

Dimir Charm

Instant

Choose one Counter target sorcery spell; or destroy target creature with power 2 or less; or look at the top three cards of target player's library, then put one back and the rest into that player's graveyard.

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Dimir Charm Discussion

SpiritKing on Blue Black Control Modern

2 weeks ago

I'm guessing this is your first attempt on modern based on the cards you have?If so, the first thing you should look out for is to strenghten your removal and counterspells. Efficiency is key in countering in modern. You want to have counters that hit as widely ranged as possible for a minimal mana investment. Spells like Countermand will be to slow if you're going deeper into the format.

For starters, i suggest looking out for some Mana Leak to trade for. Those are great, since most decks in modern wont be able to pay 3 for a while.

For good removal options that are cheap and easy to get, you could try to trade for some Ultimate Price, Disfigure or even Dead Weight. If the Languish in your Maybeboard is a card you already have, be all means play it in the mainboard! it is great to have a sweeper in the main 60.

If you're not going all-in into milling your opponent i'd suggest exchanging the mill cards as well, since it can help out the opponent more than you! Almost all deck in modern use their graveyard as a resource to an extent.Paranoid Delusions, Sage's Row Denizen, Mind Funeral and Curse of the Bloody Tome can then all be replaced with cards that help your overall control strategy.

Cheap cards, that could also help you are e.g. Dimir Charm, Meloku the Clouded Mirror,Haunted Plate Mail can be a budget alternative for a wincon... Generally speaking, some UB dual lands will help your mana base out. Look for Jwar Isle Refuge, Choked Estuary or the likes, or if you can spend the few bucks/know someone who trades you some Creeping Tar Pit or Darkslick Shores.

Also you need a few card draw spells since you will end up empty handed if you cant refill your hand.There are plenty options to choose from.

Runeroads on Dimir Diciples of Phenax, Deception & Duplication

1 month ago

So after some thought I think if you are going to use Phenax, God of Deception we need to tweak your deck. I think since Phenax, God of Deception does your milling for you mill cards might be something you do not need.

So I think the following cards can be replaced Dimir Charm, Psychic Spiral, Trepanation Blade, Mind Grind, Jace's Archivist, and Traumatize. You could straight up replace all of these with counter magic, mana ramp, and/or card draw.

Other cards that do not pull there weight are Tamiyo's Journal, Memory Plunder, and Identity Thief. I make the following recommendations:


Desertion for Psychic Spiral counter magic and control magic
Sygg, River Cutthroat for Tamiyo's Journal more potential card draw and 2 devotion
Thousand-Year Elixir for Trepanation Blade more mill, haste for activations, and at worst vigilance for a creature for 3.
Psychic Strike for Memory Plunder mill and counters
Freed from the Real for Identity Thief same devotion more value
Pemmin's Aura for Dimir Charm protection, mill, shenanigans
Traumatize for Intellectual Offering politics, mill, card draw
Tree of Perdition for Jace's Archivist win??

NoisyPotato on MTG1814

1 month ago

I do have those things but I am actually a delver player and I use all of my copies. Based on the decks you have on your profile, it looks like you enjoy blue control. So I'll just list off some things I have that you might like:

3x Deprive

2x Dimir Charm

3x Azorius Charm

1x Shivan Reef

3x Think Twice

4x Sign in Blood

3x Magma Jet

1x Blind Obedience

4x Desolate Lighthouse

I don't really play with any of these cards, so I'm open to pretty much any combination that you might want. Or if none of these things interest you, maybe you could show me something you are working on currently so that I might have a better idea of things you are interested in?

Araganor on The Cult of Reanimation

2 months ago

OK round 2 of advice.

In general, run more creatures if possible. They can be reanimated, can block, be sacrificed, can be tutored with Worldly Tutor, and count in the graveyard for a variety of cards. Take something like Shriekmaw or Nekrataal over Doomblade, it's going to help you more in the long run I think. Also get some guys that blow up artifacts/enchantments like Reclamation Sage. You don't want to have to scoop to a Rest in Peace

Life's Finale makes Living Death better for your opponents. I get that you want to try and reanimate their creatures, but I feel like the theme isn't being supported enough for this card to be worth it over a cheaper board wipe. I only count 3 cards that can reanimate creatures from other graveyards. In my opinion you should either cut Life's Finale, or push the reanimation theme more. If you need another cheaper board wipe try Black Sun's Zenith or Crux of Fate. Actually board wipes in general are better in edh so try to run more of those and less spot removal, since your deck doesn't tend to have much of a board presence early on and stuff being dead is good for you anyway. Since Recurring Nightmare is banned in edh, you can cut that and try some other reanimation spells like Animate Dead, Corpse Dance, or Shallow Grave instead.

I don't like Quicksilver Amulet, your dudes just aren't fat enough for this to be worth running over something that ramps you or fills up your graveyard. Besides, you want stuff in your yard, not your hand. Alternatively, get some bigger dudes in your deck so it's worth it.

When it comes to card advantage in EDH, you usually want to try for engine-type cards over one shot effects (unless those one-shots are really strong). To me it feels like you are thinking too small, running one-shot effects like Pilfered Plans that only draw a card or 2. Get some value trains going! Fortunately, you are in blue and black, the value kings. For drawing/looting, consider spells like Phyrexian Arena, Skullclamp, Rhystic Study, Mind Unbound (potentially dangerous but hey you have a Laboratory Maniac), Monastery Siege, Unfulfilled Desires, Compulsion, and Magus of the Bazaar. For one shot draw: Fact or Fiction, Recurring Insight, or Stroke of Genius are good options for refilling.

For kill spells, you want versatility: Grave Pact, Crux of Fate, Putrefy, Toxic Deluge, etc.

The confluence cycle has some crazy good cards: Mystic Confluence, Wretched Confluence, and Verdant Confluence are all very flexible and powerful. Worth considering.

Also more dredge cards would be excellent. Stinkweed Imp, Golgari Grave-Troll, Golgari Thug, and Life from the Loam are all great engines for your deck. If you do include Life from the Loam that enables retrace cards like Raven's Crime (not great, but is decent in 1v1s and is an avenue for self-discard) and Worm Harvest (pretty good alt-wincon after a big self-mill, or just use them as fodder for sac engines). Dredge in general is an awesome effect for a deck like this. It can replace ANY draw, not just the one at the beginning of your turn. This gets kind of ridiculous with something like Compulsion in play: "1U, mill 6 if a Stinkweed Imp is in your hand".

I see a small token subtheme, but it's not really where I think it should be. You have a few cards like AEther Mutation and Saproling Symbiosis, but they are pretty unreliable. I do like Awakening Zone though. I would add more creature based token generators like Ant Queen, Myr Battlesphere, Deranged Hermit, Hornet Queen, or Avenger of Zendikar. Notice that these are great to reanimate or exile with Mr. Mime, as well as feeding the other token strategies you want in this deck.

Here are some other cards that would be great in your deck:

Cards I would cut starting off:

  • AEther Mutation - slow, and not really worth it
  • Saproling Symbiosis - relies on you already having a board state, this is the definition of a win-more card
  • Tempt with Discovery - 4 mana for one land is not worth it, you don't have any lands that are that important to fetch, so if nobody takes the offer this is basically a bad Explosive Vegetation
  • Progenitor Mimic - fun ability, but maybe not where you want to be (your call)
  • Dimir Charm - there are better things you can be doing with 2 mana
  • Rise of the Dark Realms - I know I recommended it before but it honestly just seems like a more expensive Living Death since you're only really focused on self-mill. It is fun and splashy though.
  • Abrupt Decay - there is a lot of stuff in edh that costs more than 3 mana, you are going to find this decent at best and completely useless at worst

That should be enough for now

Toodz111 on Isochron Scepter

3 months ago

Kaos_Kitty Thank you for the suggestions! I completely forgot about the Silence combo. I had looked at Atarka's Command before, but I'll reevaluate it and see if it can make the cut. Extirpate sounds like fun because of Dimir Charm's mill ability. Hide/Seek doesn't seem that great, because people usually have more than one win con and multiple copies of it, but it still could be good! Thanks again!

hardstyleginja on Master of the Ciphers

4 months ago

You need to focus more on your Cipher. For that, we need more unblockable creatures, such as Gudul Lurker, Triton Shorestalker, or Dimir Infiltrator. I would take out the Dimir Charms or Haunter of Nightveil and put some of these guys in. If you are going to mill, mill hard. More Paranoid Delusions. Whispering Madness would also fit really nice in here if you wanted to go the discard/mill route.

Merfolk Spy would also be a nice sideboard choice in my opinion considering who you would use it against.

dahhahm on Night of Death's Pulse

4 months ago

Ever consider running Dimir Charm or any slow mill strategy like Sphinx's Tutelage or Ashiok, Nightmare Weaver?

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