Fury Charm

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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

Fury Charm


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.

Azoth2099 on Miracle Wizard | You shall not pass! (LOTR Theme)

1 week ago

Hey man, here's some synergies!

Clockspinning, Fury Charm, Dust of Moments, Timecrafting, Quicken, Borne Upon a Wind & Emergence Zone are all fundamentally super strong here.

I'll stop here and let you decide if you want more recommendations before I get out of hand lol.

Potvuurka on Jhoira of the GG no re

5 months ago

To remove any issues with your suspend cards being countered I would suggest running some counterspells. Preferably Spell Pierce, Miscast, Swan Song, Dispel. Since you don't have a way how to defend yourself I would play 8 of them at least in any combination. Perhaps Unsummon might be a good addition either at some point.

As someone suggested above Clockspinning, Jhoira's Timebug and Fury Charm are not good.

Cryptic Command is a great multipurpose thing.

For the lands, if you wish to stay budget you can use something like Shivan Reef, Swiftwater Cliffs. For the non budget of yourse Steam Vents and Scalding Tarn.

If you would use Unsummon or any other similiar effect cards, you might be interested in playing Braids, Conjurer Adept. She's slow but fun, and works without suspend.

Mainly, better threats for opponent. Something like Inkwell Leviathan, Pathrazer of Ulamog. Using suspend even Emrakul, the Aeons Torn could prove useful.

Then of course more your own card control / draw - Serum Visions, Opt, Fire / Ice

ViscountVonSausageRoll on Jhoira of the GG no re

5 months ago

I think the deck isn't consistent enough because it doesn't have enough draw and/or tutors. Brainstorm is one of the best draw spells out there, but it's because of the way it interacts with shuffle effects such as Scalding Tarn or Mystical Tutor. This is because you draw 3, put 2 back, and then shuffle the deck-> ergo you are not drawing the 2 cards you put back. However, if we're not running lots of these shuffle effects it basically just cycles itself, because you're stuck with redrawing those two cards again. In this case I'd prioritize cards like Ponder & Preordain over Brainstorm.

That said, this seems to be a control deck. Win con is to get Jhoira of the Ghitu into play, then suspend a big spell to win the game. So the question of the deck becomes: How do we survive until we get her in play, and until the spell goes off, and how do we make sure we get her?
Survive: We're U/R so we have an almost overwhelming amount of options here. You could write a book on counterspells (Counterspell stops everything, Remand for tempo-draw if your opponents tend to play large spells themselves, Daze if you need the speed, Dispel is crazy good at protecting your stuff, etc)) We've also got nutty bounce spells like Echoing Truth, the classic Unsummon, and the mother of everything: the Cryptic Command Since we're red I am somewhat perplexed that we aren't running 4x Lightning Bolt. It stops most early-mid game threats dead. We already have Propaganda x2, so that'll help us as well.

How to get her in play: Well, we're U/R, so our tutor options are somewhat limited, but off the top of my head we have: Step Through, Vedalken AEthermage, & Drift of Phantasms.

To make room, I'd recommend cutting Clockspinning, Jhoira's Timebug, Fury Charm. They don't do anything unless we have Jhoira of the Ghitu in play already, and if we don't they're just dead cards in our hand. Our suspend cards will go off a little slower, but if we have enough blue fuckery we should be able to survive long enough.

Land suggestions: If you can, see if you can get your hands on Steam Vents or Sulfur Falls if you're on a budget. Sanctum of Ugin could also help you get more late game threats in case one or more get put out of commission.

PS: Jokulhaups could be used to replace Obliterate. It's can be countered, but it can also be much more easily hardcasted.

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


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

zapyourtumor on Suspension of Disbelief

1 year ago

Tibalt's Trickery isn't legal because of the 4x Violent Outburst + 1x Tibalt's Trickery + 4x Emrakul, the Aeons Torn deck.

About the deck, it seems to be a little unfocused. Although Shivan Meteor is a suspend card, it isn't that good unless you're hitting your own Boros Reckoner with it. Similarly, Reckoner doesn't have much synergy with the rest of the deck either.

Also, I definitely think it would be nice if you could work in a few more "unfair" elements of suspend to the deck, as opposed to using suspend to turn a Rift Bolt into a bolt or a Gargadon into a goyf. One nice unfair suspend interaction is the Greater Gargadon + Restore Balance combo for example. And then there's all the ways to cheat in suspend cards like Electrodominance, Kari Zev's Expertise, cascade cards, etc.

In this deck, Fury Charm doesn't seem that great. Only the destroy artifact mode is any good, and then its just a worse Smelt. I don't think I need to explain why the second mode isn't great, and the third mode turns Gargadon from "1R, wait 4 turns" into "2RR, wait 2 turns and also go down on card advantage". The reusable time counter removers are way better.

Also unsure about 4 maindeck Spellskite, especially given that I think you want to be dropping a timebug or suspending a gargadon on t2. Seems more like a sideboard card.

For the sideboard, I don't think you need 4 Needles.

psionictemplar on JESKAI Suspend

1 year ago

All I have to suggest is Fury Charm. Would probably replace the timebugs.

multimedia on Dino Deck

1 year 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.

KongMing on Feather's Battle Spells

3 years ago

Always needs moar removal/utility. I got some weird stuff for ya.

Apostle's Blessing, Expose Evil, Fury Charm, Indomitable Creativity, Survive the Night, Oblation, Aurelia's Fury.

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