Temur Charm

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Temur Charm

Instant

Choose one —

  • Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control.
  • Counter target spell unless its controller pays .
  • Creatures with power 3 or less can't block this turn.

DemonDragonJ on Elemental Storm

1 year ago

I have replaced Temur Charm with Supreme Will, which did not change this deck's average converted mana cost, but it did decrease the number of colored mana symbols among the casting costs of cards that it contains, because, as great as the former card was, I was using it mainly for its counterspell ability and rarely ever for its other two abilities, so I know that the latter card will be a far better addition to this deck.

Necrosis24 on Temur Charm or Supreme Will?

1 year ago

If you are set on choosing between these two I would use Supreme Will over Temur Charm because as only use the "counter spell" effect so you may as well be playing Cancel. Thus Supreme Will is better in that case as it has a lower colored-mana requirement, and its card draw effect will be useful when you have nothing else going on.

DemonDragonJ on Temur Charm or Supreme Will?

1 year ago

I have a copy of Temur Charm in my red/blue/green EDH deck, but I have noticed that I most often use it for its counterspell mode; I honestly cannot recall the last time that I used the other two modes, so I am considering replacing it with Supreme Will, a spell that has one less mode, but that mode is extremely useful, and the spell itself also has a more lenient casting cost.

What does everyone else say about this? Should I replace Temur Charm with Supreme Will?

multimedia on Thunderbutt

3 years ago

Hey, good job upgrading the precon on a budget.

All players at some point have problems with mana screw; it's just part of the randomness of the game when playing more than one color. Ways to reduce the possibility of getting screwed with lands on a budget are slim because you're relying on basic lands, but there's some hope from nonland cards. The three Guild Signets: Izzet Signet , Simic Signet and Gruul Signet are more 2 drop mana rocks that are ramp you can tap any land to make two different colors of mana. Roiling Regrowth is less good Harrow ; more mana fixing with basic lands.

Of course upgrading the manabase with more dual lands: Bond lands, Shock lands, Filter lands, Pathways and less basic lands would help with color fixing. These lands can be expensive and there aren't a lot of good budget options: Shivan Reef , Ash Barrens , Evolving Wilds , Terramorphic Expanse .

Kalamax is nice with more lower mana cost instants that draw or filter: Brainstorm , Impulse , Manamorphose . Solve the Equation is a new card from Strixhaven; it's a tutor for any instant or sorcery. Return of the Wildspeaker is a powerful draw effect with Kalamax because it's going to have high power.

Storm-Kiln Artist is another new card from Strixhaven and it's a repeatable source of treasures which can be saced to make any color of mana. Artist has magecraft which is a busted mechanic with Kalamax because it triggers when you copy a spell. With Artist in your control + tapped Kalamax you create two treasures just by casting the first instant on a turn. If you combo with tapped Kalamax + a Fork this creates infinite treasures which is infinite mana. Prismari Command is an instant that can create a treasure token, two with tapped Kalamax as well as do other effects.


Some cards to consider cutting:

If interested I offer more advice. Would you like more advice? Good luck with your deck.

juanchite86 on

3 years ago

Great suggestion carpecanum!

I think I could add Dromoka's Command as it is the most flexible option I can think of. Other possible options are Pit Fight, Savage Punch or Temur Charm , my concern is that the deck is not creature heavy.

JakeHarlow on Do Most Planes Feel Like …

4 years ago

@ ClockworkSwordfish

I agree, those planes were so lame. “Guys, get excited, this is Mongolia with Dragons!” and “Okay guys, this is so epic, this entire plane is New Delhi with robots!!” just did zero things for me. I do want to discuss Tarkir for a bit though, because it highlights some of the laziness of WotC’s design. I won’t discuss Kaladesh because it was a snooze fest from start to finish. Super boring mechanics-wise and worldbuilding-wise.

Tarkir was a little less irksome than Kaladesh because the mechanics of the set were a bit more interesting to me and the cards seemed better-balanced apart from Siege Rhino in Standard. I think it was also helped a bit by having diverse environments and factions — the wedge color pie “clans” at least had somewhat well-defined characteristics and even featured watermarks on their cards reminiscent of the Ravnica guilds (I still felt like Mardu was not representative of its colors though; I was surprised when they made Dega (what used to be nicknamed) the “total chaos / aggro / Orcs ‘n’ stuff” clan — would not have been the choice I made...I mean when you take the Lawful Evil Orzhov, and add , does it just suddenly become a World of Warcraft Orc-party ripoff meme?). Each clan had a theme, a mechanic, and then the third set of block gave us five new factions that were allied color pairs, with a slight twist on the mechanics that their previous tri-colored incarnations used to have. The issue here, of course, was that these new allied color factions often just felt like ripoffs of the Ravnica guilds they mirrored, and didn’t feel new enough:

  • - colored Dromoka, was a Selesnya-ish faction that focused on +1/+1 counters. How many other sets has had do that?? Even the “community before everything” flavor was a total yoink from Ravnica’s Selesnya. At least it improved Abzan’s Outlast mechanic, which was boring and also unplayable in Constructed, to “bolster,” which was at least better in Limited...ultimately kind of a snooze fest though.

  • - colored Ojutai was basically just Azorius with a more “monks and mystics” flavor. This one was still the best and most unique in my opinion because it was themed around tempo-oriented and aggressive strategies whereas traditional Ravnican Azorius has always been more about pure control, strategy-wise. The prowess mechanic didn’t exactly show up again in its Jeskai form, but reprinting rebound onto new cards felt fun and appropriate for the colors. Still kept its “noncreature spells matter” identity but twisted it a bit — now this clan wanted to do a bit of tempo play before curving into big Dragons, which still cared, sometimes, about spells — a la Pristine Skywise.

  • - colored Silumgar was confusing to me. Sultai was this weird ramp-y, graveyard-based strategy that had all these fun delve cards (a reprinted mechanic itself, but done pretty well here), and actually felt unique and somewhat interesting. Silumgar switched to an aristocrats-style, almost aggro-oriented strategy with the “exploit” mechanic. It still cared about death and the graveyard to an extent, and did highlight the ruthlessness of the Dimir colors. I guess at the end of the day this clan was different enough from Ravnica’s Dimir that I have to give its design some credit, though ultimately I felt the mechanic was a little boring. It had very little impact on Standard, and the best way to play in those days was still inside of a hard control shell. I don’t recall my playing Silumgar in Limited as being particularly memorable. Just kind of a jumble of blue and black midrange-y creatures that sometimes wanted to eat each other. Almost felt like bad “devour” from the Alara block?

  • - colored Kolaghan became just...harder aggro than its prior incarnation in Mardu. The “dash” mechanic wasn’t even new, it had been printed on Mardu cards in the prior set, Fate Reforged. The slapdash “attack at all costs, aggro for life!!” theme of this clan was just Rakdos as we’ve always known it. Pretty boring. I didn’t even hardly notice the lack of white because it didn’t feel any different from Mardu, which had the “we have to attack every turn” mentality with the “raid” mechanic. Honestly, raid felt better when it was reprinted in Ixalan and attached to the Grixis-colored Pirate tribe. Kolaghan brought nothing new and felt straight up lazy.

  • - colored Atarka had - colored Temur’s ferocious become formidable. We care about 8 power now instead of 4. Really, that’s it?? Otherwise this was just straight up Gruul. It was the “we ramp hard into big dumb creatures and do aggro to smash things” clan. In other words, Ravnica’s Gruul to a T. Disappointing, because Temur was actually pretty interesting, mechanically, before it lost . It was basically a ramp-oriented monsters strategy that had access to tempo and interaction, even countermagic, and it felt fun and interesting. I loved the cards Temur Charm and Stubborn Denial, they were perfect for what Temur was mechanically. Removing just turned it into Gruul. Again, disappointing.

Finally, there were the clan-unifying mechanics of morph, a reprinted mechanic that was still done fairly well and felt interesting in Limited, and then its “twist” in the final set, “megamorph.” This was the most boring design cop-out I’d seen yet. “Guys, get excited. This is EXACTLY like morph, but it gets a +1/+1 counter when it goes face-up!!” My God. So. Lame.

Anyway, I think the wedge clans color shifting into allied color pairs really highlighted a big lack of creativity on the part of WotC. And I think they got some of the design behind the wedge clans wrong. Plus “the entire planet is Mongolia” thing was a bit silly.

Kaladesh was just lame and sucked. Didn’t help that the quality of the cardboard hit rock bottom in this era, but we aren’t here to discuss that.

Rabid_Wombat on Smashy temur with a splash of “no you don’t”

4 years ago

Hey man , First off I'd ditch three basic lands for the following:

Sarkhan Unbroken - Great for card draw + mana-fixing and pumping out Dragon Tokens.

Dragonlord Atarka - because he is a total Boss, great for blowing up Walker's and acts as an extra Wincon.

Cyclonic Rift Get a good board state happening and Cyclonic wins games.

A few more Counterspells would be sweet too - Stubborn Denial , Counterspells and Temur Charm are ideal.

You will probably need some more Enchantment/Artifact hate too so you don't get shut down by Stax effects:

Krosan Grip , Hull Breach and Force of Vigor are great.

Surrak be all about the Creatures winning you the game..I'd add around there more mana dorks cause you gotta ramp for the big guys to hit the table early, drop six Instants and Sorceries. Talking about dudes like Elvish Mystic , Somberwald Sage , Birds of Paradise .

And finally, get rid of the Frostfang, Feldon, Scaretiller & Niv-Mizzet for a couple more big stompy dudes like Inferno Titan , Genesis Hydra , Terastodon and Soul of the Harvest .

Hope that helped, look forward to playing against the deck bro :D

DrButtSecks on Card creation challenge

5 years ago

Obsidian Fireheart

Obsidian Fireheart
Creature — Elemental

Flying
:Put a blaze counter on target land without a blaze counter on it.
As long as that land has a blaze counter on it,
it has “At the beginning of your upkeep, this land
deals 1 damage to you.” (The land continues to
burn after Obsidian Fireheart has left the battlefield.)

1/7


Abzan Charm
Jeskai Charm
Mardu Charm
Sultai Charm
Temur Charm

Bant Charm
Esper Charm
Grixis Charm
Jund Charm
Naya Charm

All 10 already exist...


Create a Gruul card that does something with tokens other than creating them. legendofa

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