|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Common|
|Planar Chaos (PLC)||Common|
Combos Browse all
Choose one - Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.
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Fury Charm Discussion
1 month ago
1 month ago
While I definitely like Jhoira and all the shenanigans and mana-cheating she can allow, I'm not quite sure I see a theme for the deck as a whole. Is it a spell deck that tries to suspend multiple spells at a time for a Storm-like explosive turn later on? An engine for cheating out the Eldrazi titans? I think you need to define and narrow your focus a little.
-1 Oblivion Sower I just feel like there's no support for his ability here as it is, and you have no other processors, so he just seems like a vanilla fatty with a mill clause.
-1 Twisted Image & -1 Pyroblast These just seem to be serving the purpose of less efficient removal spells or incredibly conditional counters. It's all up to your meta/playgroup, but I think you already have better options.
-1 Sphinx's Tutelage I haven't played with this card, but I don't really see a reason for you to include a mill card in here.
Clockspinning, Fury Charm, Rift Elemental, Timecrafting, Delay All these cards would let you mess around with both your own suspended cards and other's, allowing you to craft the perfectly timed turn.
Firemind's Foresight Lets you search for the perfect instant-speed options, AT INSTANT SPEED!
Hope this helps, and good luck!
1 month ago
2 months ago
@CaptSillva Except for Coax from the Blind Eternities (my playgroup uses sideboards for wishes so I just have a sideboard instead), all of these cards used to be in the deck. I took out the time counter removal because I think they fill the same role as tempo control cards, like Cyclonic Rift or Wash Out. Both kinds of cards help you to survive until your wipes drop, but the tempo cards are also good defensive options when you don't have a suspend up. I do have Timecrafting and Fury Charm in the deck, but I think they're just much more efficient and versatile options that the other time counter stuff. The reason I don't run Artisan of Kozilek or It That Betrays is because they are poor bombs to finish the game with alone. With the exception of Jin-Gitaxias, Core Augur and Omniscience, which give huge resource advantages, I think that the best wipes which depend on other cards to set them up are not worth the slot. I have considered adding more eldrazi, and these would be on the top of the list, but it would be because I wanted a higher bomb-to-enabler ratio. Deep-Sea Kraken has the same problem. Yeah, it's value with Jhoira, but it's not going to win me the game alone and I have few other ways to help me win just by dealing damage. None of these are bad suggestions, and I'm glad that you made them. I have noticed that my deck lacks a lot of what seem to be Jhoira staples on Tappedout, and I'm happy to talk about why I chose to diverge.
2 months ago
@marcprowstealer Thanks for the input! The truth about Paradox Haze is that my playgroup has a serious Mogis, God of Slaughter deck and Paradox Haze is a death sentence. That being said, I don't think it's worth the slot. The only time counter removal that I do run is Timecrafting and Fury Charm. Timecrafting is the only card that can drop a bomb in one turn, so that goes in. Fury Charm is the most mana-efficient time counter removal available, plus it's more versatile. In contrast, Paradox Haze can't drop a bomb on the turn it's played. Oh a deeper theory-crafting level, what is time counter removal for? It's to let you survive until your bombs drop, in this case by making them drop sooner. If you think about it this way, it makes sense to run extra turn spells, tempo spells, and counterspells in this slot instead of Paradox Haze. One advantage of Paradox Haze which might make it worth running is that it hits all of your suspended cards at once. I don't find myself having more than one bomb suspended most of the time, but I bet in playgroups that paces differently it would be better. OnAeon Chronicler, you might be right that it's a weak link. With Jhoira up, it's 2 mana for 4 cards over 4 turns, which is not bad in a deck that is this starved for card advantage. The problem is that it functionally takes up a slot for a bomb, and that might not be worth it.
4 months ago
You need a lot more ramp if you are gonna run 33 lands. I think the biggest thing people make mistakes with when building Jhoria decks is they put too many finishers in and not enough card draw and mana ramp (Fellwar Stone, Darksteel Ingot, Hedron Archive, Thought Vessel, Thran Dynamo). I think it's much better to ramp Solemn Simulacrum, draw a bunch Pull from Tomorrow, then put a bunch of stuff on suspend than do one or two things at a time. Also, since people will be able to see the threats coming, more low drop blockers or things that deter attacking are necessary: Clever Impersonator, Stunt Double, and other Clone type cards can do great at keeping you alive early and copying your big things late. Reality Shift Chaos Warp and Divergent Transformations are all good removal in blue and red.
Also you are missing: Fury Charm, Paradox Haze, and Timecrafting. these all change the math of when your threats become real, and thus can be used to increase your chance of survival. Quicksilver Amulet is a good way to cheat things in at instant speed.
5 months ago
Removed the following : Fool's Demise, Sky Diamond, Whims of the Fates, Jace's Phantasm, Nivix Cyclops, Firemind's Foresight, Shivan Meteor, Cone of Flame, Convolute, Heat Ray, Turn to Frog, Quicken, Augur of Bolas, and Nivix Guildmage. This made room to add the following changes : Aeon Chronicler, Clockspinning, Decree of Annihilation, Fury Charm, Gilded Lotus, Jhoira's Timebug, Lightning Greaves, Obliterate, Omniscience, Paradox Haze, Rift Elemental, Sol Ring, Swiftfoot Boots, and Timecrafting. Hopefully these changes make things a little more synergystic.