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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Azorius Charm
Image from Wizards.com

 Azorius Charm
- Return to Ravnica

Reviewed March 27, 2014

Constructed: 3.95
Casual: 3.67
Limited: 4.38
Multiplayer: 4.38

Ratings are based on a 1 to 5 scale:
1 being the worst.  3 - average.  5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Azorius Charm

Every Charm has its "stinker" option, the one you really won't bother to pick. You probably think I'm going to say that it's the lifelink option, but it isn't. It's the draw a card option. Drawing cards is nice, but spending a card to draw one card and do nothing else is a waste of mana. You need to get ahead in the card advantage race, and this breaks even. The lifelink option might look weak, but in a fairly crowded board state it can keep you alive long enough for you to win the damage race. Likewise, the "excommunicate" ability can set an opponent back a fair ways, giving you time to set up what you need. I wouldn't use the draw ability unless I'd just resolved a Supreme Verdict-- neither other option is going to be relevant for a while, and you need to keep your post-boardwipe plays as relevant as possible.

Constructed- 3.75
Casual- 4
Limited- 4.5
Multiplayer- 4.5


David Fanany

Player since 1995

Azorius Charm
 
In a sense, this card's game text is much like the Azorius guild itself. It doesn't look like too much of a threat. It has a mode that's conditional, a mode that compares semi-unfavorably to dedicated card drawing, and a mode that puts a creature someplace you know it'll soon be back from. But then, like dealing with the Azorius and their laws, you actually read the full text and decipher it, and you realize that it has a power that doesn't rely on setting things on fire or running around waving your arms. It has three modes that give you time in various ways, and time is the most precious thing in this world or any other. Consider that there are some decks that simply cannot lose provided that they survive a certain amount of time. There's an argument, in fact, that late-game strategies are the most inherently powerful in Magic, and there are few cards better than Azorius Charm at putting off the fight until that stage of the game or getting you there when you need to be there.
 
Constructed: 4/5
Casual: 3/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Azorius Charm which is a two mana Blue and White instant with three effects to choose from when cast.  The second is just a Cycle effect of drawing a card and of use only when the other effects are not applicable.  The third effect sending an attacking or blocking creature to the top of the library has excellent stalling value by costing an opponent the tempo of drawing and casting the creature again if possible.  It also can be used to bounce your own creature, preferably in response to removal or impending destruction in combat, that can also support comes into play abilities in a somewhat inefficient manner.
 
The first effect may be the most situational as it benefits most from having multiple creatures with greater than minimal power in play, but it can be a drastic shift in the game state with the amount of life it can gain.  Also, unlike pure life gain plays the card having other options makes this a valuable addition in the right situation and not just a stall.  Overall this is a powerful charm for the third effect if nothing else and the flexibility of including the other options will keep this as a popular choice for Azorius and Esper designs across formats.
 
In Limited this can stall a god, either directly or by targeting a creature with enough devotion, and the Lifelink can put the game out of reach for an opponent in a major battle.  An easy second pick in Booster after an Azorius, Blue, or White first pick and solid support when running the guild in Sealed.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0


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