Golgari Charm

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Return to Ravnica (RTR) Uncommon

Combos Browse all

Golgari Charm

Instant

Choose one ----

  • All creatures get -1/-1 until end of turn.
  • Destroy target enchantment.
  • Regenerate each creature you control.

Price & Acquistion Set Price Alerts

C15

RTR

Ebay

Recent Decks

Golgari Charm Discussion

Chromate on Sap Attack

1 week ago

@TheRangaRanger Thanks! It has won me games in unconventional ways before, and I hope the changes I have made speed it up more to keep up with some of the faster decks in my meta. Still some playtesting to do and changes to make. I hope it does wonders for you!

To your point about the Golgari Charm, I originally considered it for the 1.0 version of this deck, but decided not to include it for several reasons: I have some strong enchantment removal in the deck already (more couldn't hurt, but I am sufficent right now with that I have), the regenerate mechanic wouldn't work how I was hoping it would with the tokens,as they just become tapped and do not die. The -1/-1 is really great for mass removing the Saprolings, but I figured I have enough instant speed sac mechanics in the deck to remove my Saprolings, even with a creature like Sporecrown Thallid in play. So for me its not ideal, but if you wanna run it by all means go right ahead!

hideandseeknl on Atraxa counters high

2 weeks ago

SynergyBuild Thanks alot for the recommendations ill be looking into Rootborn Defenses and Golgari Charm since those arent as pricy aswell as Shalai, Voice of Plenty

SynergyBuild on Atraxa counters high

2 weeks ago

+1! If you are worried about sweepers try running anti-sweeper tech like Selfless Spirit, Rootborn Defenses, Golgari Charm, Eerie Interlude, Temur Sabertooth and Heroic Intervention!

TypicalTimmy on Card creation challenge

1 month ago
Boza, well, you got the general idea of what it's supposed to be. I was on break when I made it, and break is only so long. So I kind of didn't have time to check the formatting.

And yeah, the Landfall part is kind of a cheap input. That's why there's also 10 levels. I could have made it 4 - 5 levels tops, but that'd be too easy.

10 levels for what amounts to a 7/7 Trample, Menace, Reach and when it attacks +X/+X and Hexproof at a starting cost of 5 CMC seems balanced to me. It's a long-haul if you're not in an explosive land deck, so it probably wouldn't see play outside of EDH.

But if it DID exist, and was put in that Lord Windgrace deck, that thing would absolutely dominate.

So, it's sort of a niche card. But I love niche cards. I have so much fun finding a place for oddities that nobody uses. That's why cards like Reverberate, See the Unwritten, Golgari Charm and Savage Beating are some of my favorite cards.

I don't like to netdeck. I hate the idea of playing what everyone else does. I often find that netdecking means your deck is good against a few decks and fails to others. While this is going to be true of any and all decks in any and all formats, I love building unique structures and brunting out the work, reshaping and grinding it into a system that works.

That's why I use cards like Master of the Feast when nobody else does, or use Planeswalkers like Xenagos, the Reveler when it seldom sees play in anything else.

I'm not here to win on T3. I'm not here to win tournaments or make money. I'm here to design something ridiculous and piss people off with my crazy antics.

I may not always win, but I'll always have fun.

hydrothermia on

1 month ago

Some soft of removal would be a good start. Putrefy, Abrupt Decay, Plague Wind, Despise, Divest, Duress, Inquisition of Kozilek, Thoughtseize, Back to Nature and Golgari Charm.

linkizzl on deck

1 month ago

Hello, Dickbutt McGee here.

This is all fine and good, but you have nothing to prevent other people from fucking you over. You'll need a bit of removal in case someone plays something that essentially reads "Michaela's deck doesn't work anymore."

Removal:

Gaze of Granite

Maelstrom Pulse

Abrupt Decay

Putrefy

Windgrace's Judgment

Garruk, Apex Predator

Ob Nixilis Reignited

Vraska the Unseen

Vraska, Scheming Gorgon

Cankerous Thirst

^^^These are all solid ways to remove bullshit on other people's field that may be fucking you over.

Some cards that allow you to do graveyard bullshit:

Jarad's Orders: Search for something big and scary to put in the graveyard for you to later cheat onto the field, and search for something that is good utility like Solemn Simulacrum to put in your hand.

Grisly Salvage is also a great way to be filling your graveyard with bullshit to later cheat onto the field.

Liliana, Death's Majesty is great for both filling your graveyard with bullshit to cheat, and then she also helps you cheat it onto the field

Golgari Charm is just a solid card all around. It might not make the cut but it's good.

SynergyBuild on Muldrotha, Self Mill/Value?

1 month ago

+1! Love the list!

Would you consider Golgari Charm?

SynergyBuild on The Abzan Enchanter's Essential Style Collection

2 months ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

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