Evolution Charm

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Evolution Charm

Instant

Choose one —

  • Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
  • Return target creature card from your graveyard to your hand.
  • Target creature gains flying until end of turn.

psionictemplar on The Land(fall) Before Time

6 months ago

I have some ideas for cards that are budget friendly and can give you some interaction when you don't have the combo ready. For starters, have you considered Oliphaunt and Generous Ent as fetchable 6 drops that can also help you hit your land drops? Might be good have for the games when opponents have tons of removal so that you can keep progressing your board without elves.

A second/third card I will suggest is Cathartic Pyre as it gives you a choice of defense, draw, or a potential way to start your combo. It also has fringe benefits of being a suprise graveyard filler against Living End decks (as does the landcyclers).

For the sideboard, I am going to suggest dropping the nourish and the nature's spiral. In their place, I suggest copies of Evolution Charm and maybe Gut Shot as another way to instant start your combo. I've never been a big fan of lifegain since all it does normally is just make you lose slower. It's better to kill their creatures than take damage from them over several turns, and while you do have fog it suffers from the same problems in not progressing your plan or stopping theirs.

Anyhow, these are just some basic thoughts from me and I hope they help. I've been trying to figure out a way to make Marauding Raptor combo myself.

nothingstar on Cats and Dogs

9 months ago

There are some more green staples you could include for ramp purposes

There are also a loooot more green spells that can return things to hand. For this deck I'd suggest finding dual-purpose spells for recursion. For example

Dryad's Revival is also nice because of the flashback. Love some flashback in a deck that's unlikely to have a lot of draw. And Recycle!

Blood Clock would be funny.

Battle Hymn would be good for getting a lot of mana for those x-costed spells.

Also it is possible to cast cards directly from grave in these colors:

Final suggestion: Eldrazi Monument

livingrock on Kalamax' bite back

11 months ago

Hi! Hope you don't mind, I was browsing Kalamax decks for ideas and I saw you were using sorceries for ramp. Kalamax wants different ramp than a normal deck. He only copies instants, so you want to take out sorcs when possible.

Compare Farseek and Evolution Charm. Farseek gets you one land, and it enters the battlefield, but in a Kalamax deck Evolution Charm gets you two lands, or if you don't need them, Kalamax gets evasion in the form of flying. Plus Evolution charm is about $.10 rn and Farkseek is over $1.50

Cultivate or Kodama's Reach get you a couple lands, but Harrow gets you four in a Kalamax deck and you can tap the lands you're going to sacrifice before you do so.

Dead_Blue_ on the ol sack nd back

1 year ago

I’d probably drop the Evolution Charm for another bird and more land

rdean14 on Card creation challenge

1 year ago

there's an incomplete cycle of 2 mana mono color charms, with Dawn Charm, Fury Charm, and Evolution Charm:

Here's Black:

Ambition Charm

Instant

Choose one —

• Target creature gets a -1/-1 counter.

• Exile target card from a graveyard.

• Target player draws a card and loses 1 life.


I'd like to see the completion of this cycle.

I think I've been ninja'd

Dete on Borborygmos Enraged EDH

2 years ago

le podria Field of the Dead cambiando una basica o Cinder Glade por q no tiene tantas basicas.

si le ponemos Vesuva podriai ponerle tmb Dark Depths+ otra pa copiar Thespian's Stage, en volada pa hacer mas mana rapido ponerle tierras locus.

The Tabernacle at Pendrell Vale en volada pa mantener al resto mas piola.

Ash Barrens, Crop Rotation, Expedition Map, Elvish Reclaimer, Evolution Charm, Realms Uncharted son todos buenos pa el enfoque en tierras y 4 son buenos pa buscar las de arriba.

Druid Class, Khalni Heart Expedition,, Azusa's Many Journeys  Flip, Rites of Flourishing, Summer Bloom, cualquiera es buena pa esto.

ponerle otra copia del kruphix podria estar weno Augur of Autumn/Wayward Swordtooth

Scute Swarm hmm es muy weno jajaja,Tireless Provisioner, Veteran Explorer en volada son buenos tmb. Splendid Reclamation+ScapeshiftThe Mending of Dominaria, dependiendo q tanrapido lo queri hacer.

Dosan the Falling Leaf/Vexing Shusher/City of Solitude/Defense Grid pa tener un poco de defensa contra counters y otras cosas.

en mi opinion sacaria: Glint-Horn Buccaneer (mas q nada por q no me gusta mucho noma),Living Twister, sacaria 1 o 2 de cualquiera de los encantamientos q cuestan 5/6, Bag of Holding en volada tmb, Dragon Mage, Krosan Grip y/o java

podrias poner cartas con cycling o retrace, tmb Rites of Spring esta wena pa ponerla y Treasure Map  Flip le puede dar un poco de mas seleccion de cartas. hmmm le dejaria igual Mulch y añadiria Winding Way por lo mismo.

multimedia on Dino Deck

2 years ago

You're welcome, nice changes. Now think more about the curve of your deck and build a core of cards that you always want to draw in a game. Here's an example:

  • 4x ramp source (Huntmaster)
  • 4x draw source (Commune)
  • 4x removal (Lightning Bolt or Lightning Strike)
  • 4x Dino (Quartzwood)
  • 4x Dino (Shifting)
  • 4x Gruul dual land
  • 4x Gruul dual land
  • 12 basic lands (Forests and Mountains)

Once you have the core then add other support cards that are 3 ofs, 2 ofs or 1 ofs.

What noncreature card out of ten 2 ofs do you think is best to play as a 4 of?

Consider choosing one of these or more to cut or cut 1x of two different ones to add 2x more of one of these? Fury Charm pump + trample is worse than Dinosaur Stampede and the other modes of Fury are not really worth a card. Tempt with Discovery is worse ramp than Gruul Signet or Overgrowth because Tempt is not reliable ramp and it costs four mana. Return to Nature is not really a main deck card because opponent may not be playing artifacts, enchantments or any graveyard interaction. Return is a good example of a sideboard card that you can swap in games 2 or 3 if it will help you since you know what your opponent is playing.

Balaam__ on The Projects: Budget Urban Development

2 years ago

Thanks for posting Spisepinden. I’m grateful for the suggestions as well; I’m always interested in seeing potential ideas I may have overlooked. I think Evolution Charm is a good backup plan—it was actually part of the deck during design stages, but I cut it for some reason (I can’t recall why). I’ll Maybeboard it for a possible future update. Same with Nullmage Advocate.

I had considered some of the other suggestions like Mwonvuli Acid-Moss, but I think at this point if I wished to include them I’d have to do a major overhaul on the deck and lose a lot of its current form and focus. They’re perfectly viable ideas but I’d rather build a new deck with those as foundation stones than completely retool this one. I suppose I could un-budgetize this by swapping Wild Growth for Utopia Sprawl, making Sanctum Gargoyle doable, but...my inner Scrooge McDuck would rather hoard the gold coins.

Load more