Charmbreaker Devils

Charmbreaker Devils

Creature — Devil

At the beginning of your upkeep, return an instant or sorcery card at random from your graveyard to your hand.

Whenever you cast an instant or sorcery spell, Charmbreaker Devils gets +4/+0 until end of turn.

Latest Decks as Commander

Charmbreaker Devils Discussion

KaptnK on

1 month ago

Asmoeus here are some suggestions around what I would do to improve the deck on a budget

Lands

Artifact

  • Look decent. Gilded Lotus does have a high mana cost so would keep an eye on how often you cast it.

Sorcery

  • Remove Creative Technique (with your lower mana curve odds of you revealing something really good is low) > Add Arcane Denial as a good, cheap counter spell
  • Remove Fiery Encore (expensive and requires you to discard a high mana cost card to deal decent damage) > Add Solve the Equation (Tutor for the spell you need)

Creature

  • Remove Charmbreaker Devils (returning spell at random will not often get what you need, and does not have a way to get around blockers) > Add Runaway Steam-Kin (Will help you cast more spells and give you mana)

Other Considerations

TypicalTimmy on seshiro_of_the_orochi

2 months ago

For some reason my phone keeps having the page crash on your post.


The average result on a single d12 roll is 6.5. because we can't deal in half-rolls, we can assume one will be a 6 and one will be a 7.

So for 7mv, you are theoretically able to, on average, deal 6 damage to each creature "for free". The issue, however, is that for an average to be realized, multiple rolls must be made. In EDH, you get to cast this spell once unless you have ways to copy it or recur it.

Yes, you can roll a 1 and a 3. You can also roll a 12 and a 12.

Consider it like this, 50% of the time your roll is less than average (6 or less) and 50% of the time your roll is more than average (7 or greater) on any one roll. Now people can say that your chances of, say, rolling two 10s are drastically lower than rolling one 10, and while mathematically this is true, your first and second roll have no barring on each other. How you roll on your first die is not going to have any effect on your second die.

This is the type of card you'd want to run in gimmick decks to take advantage of copying it. Krark, the Thumbless would be a good Commander but you'd want to be in Izzet at minimum to really take advantage of everything, such as Ral, Storm Conduit, Mirari, Double Vision, Swarm Intelligence, etc.

Generating infinite mana in Izzet is easy so these high MVs are not difficult to attain. But then you must ask why you aren't playing something larger to just win the game?

Also Pixie Guide is worth a shout-out there...

My opinion? It's a fun D&D themed card for a fun D&D Precon and nothing more. Doesn't have a whole lot of utility outside of that setting. Even something like Charmbreaker Devils barely assists you as you could pull anything else you might have in the deck.

So you need to ask yourself: Are you playing to have fun, or to win? If you are playing to win, the card is a shim for your wobbly table. If you're playing to have fun, fun is subjective; If you enjoy it, it's as valuable as Dockside Extortionist.

TypicalTimmy on Reckless Endeavor too reckless?

2 months ago

The average result on a single d12 roll is 6.5. because we can't deal in half-rolls, we can assume one will be a 6 and one will be a 7.

So for 7mv, you are theoretically able to, on average, deal 6 damage to each creature "for free". The issue, however, is that for an average to be realized, multiple rolls must be made. In EDH, you get to cast this spell once unless you have ways to copy it or recur it.

Yes, you can roll a 1 and a 3. You can also roll a 12 and a 12.

Consider it like this, 50% of the time your roll is less than average (6 or less) and 50% of the time your roll is more than average (7 or greater) on any one roll. Now people can say that your chances of, say, rolling two 10s are drastically lower than rolling one 10, and while mathematically this is true, your first and second roll have no barring on each other. How you roll on your first die is not going to have any effect on your second die.

This is the type of card you'd want to run in gimmick decks to take advantage of copying it. Krark, the Thumbless would be a good Commander but you'd want to be in Izzet at minimum to really take advantage of everything, such as Ral, Storm Conduit, Mirari, Double Vision, Swarm Intelligence, etc.

Generating infinite mana in Izzet is easy so these high MVs are not difficult to attain. But then you must ask why you aren't playing something larger to just win the game?

Also Pixie Guide is worth a shout-out there...

My opinion? It's a fun D&D themed card for a fun D&D Precon and nothing more. Doesn't have a whole lot of utility outside of that setting. Even something like Charmbreaker Devils barely assists you as you could pull anything else you might have in the deck.

So you need to ask yourself: Are you playing to have fun, or to win? If you are playing to win, the card is a shim for your wobbly table. If you're playing to have fun, fun is subjective; If you enjoy it, it's as valuable as Dockside Extortionist.

Neotrup on unleash fury and charm breaker …

4 months ago

When you cast Unleash Fury it will trigger Charmbreaker Devils ' ability, so the +4/+0 will resolve before you double its power. Once Unleash Fury resolves it lock in the bonus power, so it will double any bonuses received prior, but not after.

grennpowerhouse on unleash fury and charm breaker …

4 months ago

If I have a Charmbreaker Devils out and I cast Unleash Fury on it, does the plus four get doubled? what if I cast another instant would that plus for get doubled.

lil_cheez on Rionya Creature Storm

5 months ago

Maybe Charmbreaker Devils and/or Backdraft Hellkite have a home here?

multimedia on Kalamax Kopy

5 months ago

Hey, some advice to help to lower the mana curve is to consolidate all the six, five and four CMC cards. Choose the better ones and cut the others for lower CMC instants. An example for each is choose two of the better cards here.

Counting Kalamax there's 19 four drops here, which is a lot and this many is making the mana curve higher. Of these four drops the better ones are: Kalamax, Wilderness Reclamation , Rashmi, Eternities Crafter , Primal Amulet  Flip, Murmuring Mystic , Spark Double and Chemister's Insight . The others or at least half of the rest could be cut for lower CMC instants to reduce the mana curve.

If adding Reclaim + Regrowth then you don't really need any of the other higher CMC cards that can recur cards from your graveyard such as Surreal Memoir , Goblin Dark-Dwellers , Charmbreaker Devils , etc. These and others could be cut to help to reduce the mana curve. Solve the Equation is an excellent budget card with Kalamax since it can tutor for any instant or sorcery. It could replace a high CMC card since it can tutor the best instant in your deck. Equation and Regrowth are very good with Narset's Reversal since they're sorceries can repeatedly cast/copy with Reversal on your turns.


More ways to lower the mana curve is adding more low CMC instants that draw. This draw is fine without Kalamax and then after you control Kalamax equals a lot of draw for low mana cost. The low mana cost to amount of draw lets you potentially cast more instants on opponent's turns. To give you a better idea what I mean these are some greater than to less than card examples of potential changes to consider.

Other ideas are some low CMC instants that draw that also give Kalamax evasion, letting him more easily do combat damage to a player when he attacks. The drawback these spells have is you want to cast them on your turn since it's not ideal to cast them on an opponent's turn because then you won't get the evasion benefits for attacking.

Unleash Fury doesn't draw, but it can be a one instant kill spell with Kalamax for two mana. Doing 21 Commander damage to an opponent who didn't block Kalamax, but only if Kalamax has starting 5 or more power. Cast Fury, copy it with Kalamax which puts a counter on attacking tapped Kalamax giving him 6 power. The copy of Fury doubles the 6 power to 12 power and the original Fury doubles the 12 power to 24 power.

With Kalamax a Fork such as Expansion / Explosion is a like a supercharged Unleash Fury . Expansion can give tapped Kalamax infinite power with +1/+1 counters that stay on Kalamax as well as other value.

I offer more advice in another comment about how you could add more complexity to your deck with Forks.

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