Golgari Charm

Golgari Charm

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

Format Legality
Limited Legal
Custom Legal
Casual Legal
2019-10-04 Legal
Duel Commander Legal
Modern Legal
Block Constructed Legal
Commander / EDH Legal
Tiny Leaders Legal
Leviathan Legal
Oathbreaker Legal
Canadian Highlander Legal
Pioneer Legal
Legacy Legal
1v1 Commander Legal
Highlander Legal
Vintage Legal
Unformat Legal

Golgari Charm occurrence in decks from the last year

Latest Decks as Commander

Golgari Charm Discussion

itsbuzzi on Golgari CoCoConstrictor (ZNR Update 09/2020)

1 month ago

Hey, saw your deck. I play Jeskai Ensoul exclusively and saw your sideboard tech for Izzet Ensoul. Thought I'd help you out a bit.

I think siding in 2 Fatal Push, 2 Abrupt Decay is great but I would also add 3 Golgari Charm. Add modes are very useful and hurtful for me, I'm honestly surprised you run the card after reading it I hate it very much.

First all creatures get -1/-1, that can be useful if I am casting an enchantment to make my tiny artifacts bigger because typically (Other than Ornithopter) they would all die to your instant speed neg. The second ability is obviously great as well if I do already have an enchantment on this can remove it while you block and kill my creature. The last mode works well too if your creature would be able to trade anyway with mine.

As for what to take out I would take out: 2 Scavenging Ooze because the lifegain is not too helpful unless that's all you do in a turn which is also not helpful. Unless they run Emry I take her out every time.

I would also take out all of Oran-Rief Ooze instead of Yorvo, Lord of Garenbrig. Against a well built Ensoul deck I have a 5/5 turn 2 fairly easily. You most likely will be on defense until you get enough removal to take me out. I don't see you able to attack and get +1/+1 counters on creatures with Oran-Rief Ooze's ability often. At least Yorvo, Lord of Garenbrig can get big enough where if just him attacks I might need to chump leaving you with a maximum amount of blockers.

The last card to take out honestly would either be Hardened Scales or Collected Company. If you think you can race quick enough, which I'm not sure the deck can, Hardened Scales isn't another creature to help you out and is almost dead late game. I say Collected Company as well because Grafdigger's Cage is a thing and very easy to get out. To play your CoCo you would need a removal spell for the Cage just to play the card, might not be a good trade off.

Otherwise I like the deck and I can't wait to play again.

Optimator on Giant's Deck

2 months ago

The amount of utility cards that facilitates for a large-creature/stompy deck (like giant tribal) is completely unparalleled and unrivaled. There are things--both budget and expensive--like Garruk's Uprising, Soul's Majesty, Hunter's Insight, Snake Umbra, Triumph of Ferocity, Lead the Stampede, Garruk, Primal Hunter, Return of the Wildspeaker, Abundance, Rhythm of the Wild, Selvala's Stampede, Shamanic Revelation, Elemental Bond, Colossal Majesty, Guardian Project, Rancor, Primal Rage, Heroic Intervention, Wrap in Vigor, Golgari Charm, Lifecrafter's Bestiary, Canopy Cover, Aspect of Mongoose, Alpha Authority, Asceticism, Defense of the Heart, Lignify, Lurking Predators, Bow of Nylea, The Great Henge, Eerie Ultimatum, Reap, Creeping Renaissance, Seasons Past, Reap the Past, Genesis Ultimatum, Beastmaster Ascension, Overwhelming Stampede...

The list is huge, and it grows every year.

This is on top of the superior ramping ability of Green and it's above-average removal options. One big advantage of Green's land-based ramp is things like Planar Cleansing, Hour of Revelation, Play of the Game, Bane of Progress, Creeping Corrosion, and Merciless Eviction can't send you back to the stone age by destroying all your mana rocks.

Everything you will want to be doing with Giant Tribal, Green supports and supports well. I cannot stress this enough. Not to mention the good green giants that keep getting printed.


Black doesn't provide too much in the way of utility specific to giant tribal or stompy decks other than recursion and good card draw like Greed, Phyrexian Arena, and Erebos, God of the Dead. Personally I like cards like Damnable Pact, Read the Bones, Ancient Craving and Ambition's Cost but if you're running Green and/or Blue you shouldn't need to lose life to draw cards. Painful Truths might still be useful due to it's great rate (three cards for three mana is good). Syphon Mind is a great rate and has the upside of making your opponents discard.

Obviously Black specializes in removal (but so does White!) so you could run things like Mortify, Despark, Utter End, Vindicate, Anguished Unmaking, Dreadbore, Terminate, Bedevil and Ruinous Ultimatum. In Garruk's Wake and Decree of Pain are probably good in your giant deck since you're ramping so hard. Since you're running White you shouldn't need Black's wraths, but those two stood out.

Things like Phyrexian Reclamation, Animate Dead, and Reanimate are great for creature decks. Palace Siege is all right on a budget. So is Twilight's Call. It's no Oversold Cemetery or Meren of Clan Nel Toth or Rise of the Dark Realms but those are pricey. Recovering from boardwipes will be important.


Blue has some interesting removal options like Curse of the Swine, Pongify, Rapid Hybridization, and Reality Shift. You have some Cyclonic Rifts in your trade binder, right? That alone is a great reason to run Blue in your deck (it's literally one of the best cards in EDH straight-up). Do it!

Blue also has all the card-draw--from per-turn stuff like Kumena's Awakening and Mind Unbound; chunks of cards like Concentrate, Treasure Cruise, Fact or Fiction, Fathom Trawl, and Tidings; huge hand-refillers like Overflowing Insight, Mind Spring, Stroke of Genius, and Pull from Tomorrow; and some sneaky stuff like Windfall, Keep Watch, Drawn from Dreams, Verity Circle, and Insight. Green has some amazing card-draw already but it wouldn't be a terrible idea to supplement it with Blue cards. Rush of Knowledge would be REALLY good in a giant-tribal deck--especially with Morophon, the Boundless at the helm.

Counterspells are very much not Giant/Stompy but I have a few aggro decks that run a silver-bullet copy of Negate or Swan Song just as anti-boardwipe tech. Not necessary though. Boros Charm, Golgari Charm, and Wrap in Vigor work well in that capacity. There are lots of 3-cmc options too but the mana difference between 2 and 3 is huge.


You could even run some interesting charms like Abzan Charm or Esper Charm. There are some surprisingly potent options. Some are stinkers of course.

Temur Ascendancy would be reason alone to run five colors and be utterly fantastic in this deck.

Garruk's Uprising alone is reason to run at least Green.

Merciless Eviction is one of the best removal spells in the game. Four or five colors would allow you to run that.

Urban Evolution would be good in a big-mana deck like this. Inspired Ultimatum, while not amazing, is playable.

You get the idea.


As you can see, there is a myriad of reasons to run more colors. Honestly, I really can't recommend it enough if true Giant-Tribal is the goal--whether Naya giants or five-color giants.

One extremely important thing for large-creature decks is to consider how you're going to recover from board wipes. Superior card-draw from Green, Black, and Blue cards will help immensely. Card advantage like Phyrexian Reclamation, Palace Siege, Seasons Past, All Suns' Dawn, Reap the Past, Reap, Creeping Renaissance, Eerie Ultimatum, and abilities like Mayael the Anima's, Golos, Tireless Pilgrim's, and Kenrith, the Returned King's reanimate ability will help you recover. These are things that Red and White simply can't do well. Sure there's Resurrection and Reya Dawnbringer, but they aren't great.

Brion Stoutarm is a legitimately good general--he really is!--but not for giant tribal. He brings nothing to the table for giant tribal other than being a decently-statted Giant himself and pigeonholes you into the worst color pair in EDH for essentially no benefit. As I mentioned, Iroas, God of Victory and, to a lesser extent, Kalemne, Disciple of Iroas would make better commanders if you are dead-set on Boros colors (which I do not recommend if you want to play maximum giants). If you were building around Brion's ability and had some giants around as support that would be one thing, but it seems that's not the goal. As such, please consider switching commanders :) I think that if you want Brion Stoutarm as the commander, you should make a Brion deck.

I really do think you'll be happier in the long run with a different commander It doesn't have to be expensive. Most of what you would need I can trade to you, including Morophon, the Boundless, and most supplemental cards I don't have are in the 25-cent to $1 range (Realm-Cloaked Giant, Mayael the Anima, etc). I actually have a shitload of this utility stuff on-hand, and you have some great staples like Cyclonic Rift on-hand--and probably more! I want you to be satisfied with your deck! It doesn't have to be competitive to be fun, but it doesn't have to be expensive to work better and smoother and be more competitive.

Optimator on Giant's Deck

2 months ago

Potential Non-Boros Commanders: Show

ThisIsMyAccount on Jund in Pioneer?? Say It Ain't So...

2 months ago

Gotta get Scavenger Ooze into the mainboard. The large amount of removal you're playing could be all for nothing if your opponent has a graveyard recursion theme.

Abrade, Collective Brutality, and Golgari Charm are sideboard considerations.

Apollo_Paladin on BlackGreen Knights Adventure

3 months ago

If you find yourself playing against a lot of Boardwipe decks instead of target removal, then I'd Sideboard 2x Golgari Charm to swap out for Withstand Death in those cases.

Apollo_Paladin on BlackGreen Knights Adventure

4 months ago

If you decide you want to keep it Golgari colors, you might look at Golgari Charm & Withstand Death then as well. (Even if you just sideboard them to try).

I'm a big fan of all the different Charms in general, because having 3 options on 1 spell is really tough to beat.

MagicMarc on The Goyf Farm

4 months ago

How does the deck play out? Are the Hymn to Tourach disruptive enough to keep opponent's from destroying your creatures?

If you are looking for more tools for the deck I would suggest adding some instant speed protection for your non-mortivore creatures. Maybe Golgari Charm since it follows the regeneration style and is modal. Heroic Intervention is also good. If you are looking for combat tricks some good ones are Gaze of the Gorgon because it will kill something after it saves your creatures. In the same spirit, Back for More is in flavor with the deck. While in the graveyard your creatures add to your goyf counts. And then at instant speed you can return one and potentially kill something with the fight trigger. Status / Statue is not a bad card for a casual deck. It is modal, and adds death touch or enchantment kill to the deck.

Finally, I have to second Deadbridge Chant if slowing the deck down a little does not hurt your deck given your local meta. It provides card advantage and makes a deck extremely resilient during mid-long games.

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