Apparently it's White Counterspell week. This
can counter a spell that targets you. What
targets you? Nothing but the game-winning burn
spell, usually. Only trouble is, most decks
nowadays use a hellbent uncounterable Demonfire
for that. It can regenerate a creature,
effectively "countering" your opponent's kill
spell or combat trick. Or it can be a Holy Day,
which is too defensive for Constructed but has
its uses in Limited. The flexibility is nice,
but all three modes are too defensive.
Constructed- 1.5
Casual- 2
Limited- 2.5
KC MetroGnome
3/27/2007 -
Dawn Charm
Dawn Charm is probably my favorite in the
current Charm cycle. A 2-mana fog is acceptable,
although not exciting (and probably won't come
up very often except as a saving play against
your opponent's alpha strike). Regenerating
target creature is nice, particularly in limited
where your opponent is more likely to make some
blocks if they think they can get a trade for
your superior creature. Then you just
regenerate. Sweet. That last ability is probably
the one that pushes it over the edge. The
ability to stop a spell that targets you isn't
quite as good as the ability to stop a spell
that hits one of your permanents, but this will
still stop a lot of spells that might try to
rain on your parade.
Constructed - 3+
Casual - 4
Limited - 4
-David N
Dawn Charm
Once again a charm. Charms once again have 3
viable options. The first being a fog/holy day
for 2, regen, and a counterspell all built into
one. Once again this card might get some play
with the yesterday's card with this mix up in
the color wheel placing these normally blue
affects into white. I like the first ability the
best. In a highly aggro white weenie or boros
wins deck you usually leave yourself
defenseless. With this card you can swing and
not worry about a counterswing back.
Constructed: 2
Casual: 3
Limited: 3
David Fanany
Dawn Charm
I quite like modal spells, as they're much less
likely to be dead cards. I would try out Dawn
Charm in W/x control as a superior version of
Holy Day (as life equals time for decks like
that), though right now the better use might be
to save yourself from Persecute. In casual play,
Dawn Charm's problem is the sheer number of
other cards that do similar things, though its
versatility is undoubtedly an advantage in the
land without sideboards. I think this is also
one of the better tricks you can get in limited
play, as all three of the effects will probably
be relevant at some point. Anything that
improves your creatures' survivabiity or stops a
massive Conflagrate (yes, this stops the whole
thing as long as you are one of the targets!) is
worth a second look.
Constructed: 2/5
Casual: 3/5
Limited: 3/5
PsychoAnime
Another charm!
Holy Day, Death Ward and an 1 spell Ivory Mask.
I think just the Holy Day is
enough to warrant this card's use, saving
yourself from a combo or and alpha
strike or at least forcing your opponent to play
around it. The regeneration
is just icing on the cake. This is definitely
sidedeck-able if not maindecked.
Constructed: 3.5/5
Casual: 3.5/5, people like swinging with many
creatures
Limited: 3/5
Arcane
Dawn Charm
Constructed: White decks will like this card
most likely as a dual answer to aggro decks or
to Disintegrates (though still useless against
hellbent Demonfires which are still in standard
for another 7 months) or Persecutes. Can
probably find a home in both white weenie or
white control builds (the control builds will
like this as a way to regenerate any finishers
if need be). All in all a versatile card for
constructed but still unknown as to how
necessary this card is.
Casual/Multi: Fog effects are always fun to
screw with your opponents all out swing to
eliminate a player, and you can get the most use
out of it by letting all your opponents exhaust
their tricks and pump spells before playing it
and seeing the look on their faces. Regenerate
is a bit more relevant here as there is more
creature removal flying around in Multiplayer
games, as well as the fact that the variant
board sweepers tend to allow Regeneration. And
finally the limited version counter can protect
you from fireballs, consume spirits, or other
non creature based finishers used by the control
or combo players at the table.
Limited: Fog is one of those things that your
opponent’s should be counting on, but almost
never see coming. Give your opponent a small
opening and let them swing all out with their
forces in what they think is the last push
needed to win the game, then flash the fog, and
kill them on your return swing. The counter will
probably see less play as there are less
devastating spells that target players in the
format (more small annoyances like Wistful
Thinking), and Regenerate can ensure that your
bomb rare won’t go away to the first sign of
removal. Good card, but keeping you alive
doesn’t win games on its own.
Constructed: 3.5
Casual: 4
Limited: 3
Necro
nomikron
Dawn Charm:
Another charm. Most of the charms are playable
to some extent, mainly due to their versatility.
Let's break this one down:
1) Prevent combat damage. This one isn't the
greatest, but, hey, if your opponent decides to
alpha strike you, and you both have a built up
board.... you can counter attack next turn,
usually for the win. I would not try this in
constructed, seems more like something you'd do
in limited.
2) Regenerate target creature. Much like
yesterday's card, this is a 1:1 trade to keep
one of your guys alive. I wouldn't suggest
running it for this, except, once again, maybe
in limited.
3) Counter target spell that targets you. Well,
this is an out against persecute. Think guilded
light, but only stops one thing hitting you, so
no stopping a big storm turn.
Constructed: 2/5
Casual: 2/5
Limited: 3/5
Aethereal
Another charm.
This time you can choose between fog,
regeneration, and a very limited counterspell
for 1 mana. The worst ability here is obviously
the regeneration, as there are cheaper and much
better ways to regenerate your guys. Fog is
nice, and 2 mana is acceptable for it. The
counterspell part might be the most useful, as
you can hit something like an un-hellbent
Demonfire that would win the game or come very
close to it. I don't see this getting a home
anywhere, however. I'd rather play Mana Tithe
for the counterspell effect.
In casual, maybe in a budget white deck.
In limited, it's a bit better. Fog is excellent,
and you could even find a use for the regenerate
ability.