Versatility, folks, versatility. Destroy an
artifact, a combat trick, or mess around with
time counters. The time counter thing actually
could be a combat trick also, putting your
suspended guy into play at instant speed by
surprise. This has the advantage of never truly
being useless due to the +1/+1 and trampel mode,
but you still need to have a good attacker.
Better yet, most people leave their Shatter and
Naturalize variants in the sideboard in Limited;
well now you can maindeck your artifact hate
without fear of nothing to target with it. Each
mode individually isn't much, but getting your
pick of the three makes this pretty good.
Constructed- 2.8
Casual- 3
Limited- 3
Necro
nomikron
Fury Charm:
In constructed, it's a versatile card, for sure.
Let's break it down: Destroy Target Artifact.
For 1R? Sounds like shatter, which is used in
sideboards. +1/+1 and trample. For 1R? Sounds
alright. It lets your fatty trample over, and
beefs it up a tiny bit, so, not too bad. Remove
two time counters. For 1R? Well, suspend
mechanic isn't very powerful. Best suspend card
is really rift bolt, which this card won't help.
It does kill vanishing creatures, so, sideboard
potential there, I suppose. Overall, decent
card, if not amazing. If you're running shatter
in the board, this can replace it 1 for 1. I'd
rather run shattering spree in the sideboard, or
ancient grudge (assuming that you have the mana
base to support it), or even Tin-Street
Hooligan.
In casual, it kills artifacts, is a combat trick
(casual players love these) and lets you play
with a mechanic that, while not the greatest, is
at least interesting and often fun (suspend).
So, I'll rate a bit higher here than
constructed. (Casual players don't run
sideboards, so something that can deal with
artifacts, while still being useful otherwise is
nice)
In limited, it's a combat trick (nice), can kill
an artifact (read: kill a totem), and it can
kill some vanishing creatures, or get your
suspended creature out sooner. It's decent in
limited.
Constructed: 2.5/5
Casual: 3/5
Limited: 3/5
Lincoln
Waterhouse
Fury Charm
Constructed: I love choices. The constructed
player loves choices. However, these choices
will likely find better options in a constructed
deck. Yet, I could be wrong. In a constructed
deck that takes advantage of time counter
manipulation this gets a little better. I think
the pump/trample is the best part of the card.
Casual: I love choices. The Casual player loves
choices.
Limited: I love choices. The limited player
loves choices. This is likely the best format
for this card. Having the surprise effect of a
pump and trample is nice. There are not many
artifacts to hate in the limited environment but
there sure is a lot of great time counter stuff.
If drafting red, this would be around a 5th
round pick.
-David N
Friday - Fury
Charm
Charms have always been fun. Very versatile
cards for many different situations and decks.
Shatter, Mini buff, and clockspinning all built
into one. The only ability I really see this
card being used for is the last ability. With
the time spiral there are many cards with time
counters on it. For 2 you can remove two time
counters. With Clockspinning a U/R deck could be
made with suspend creatures. Besides this block
suspend counters wasn't around so only the first
2 options are available. For those same effects
much better cards are available.
Constructed: 1
Casual: 1
Limited: 2
David Fanany
Fury Charm
Fury Charm is one of the better Charm-type modal
spells I've seen recently, as all three of its
abilities are at least marginally useful.
Shatter has been a sideboard (or maindeck!) card
at various times in the past, but I think it's
more of a niche card in constructed - two of its
three abilities are fantastic with Greater
Gargadon, and the time counter ability could
even be used to power out an early Lotus Bloom
if you wanted to for some reason. That last one
is sort of crossing over into casual, where most
60-card decks with Suspend cards live, and it's
good there too. In Limited, there are plenty of
bomb creatures with Suspend who will appreciate
this card, and plenty of situations where +1/+1
and trample makes a world of difference.
Constructed: 3/5
Casual: 4/5
Limited: 4/5
LennonMarx
sorry if this
is to late, i have midterms today and was
studying and writing a paper last night.
Constructed
Strickly better than shatter, a mild combat
trick, and the ability to mess with
suspend/vanishing cards. The shatter effect
isn't bad, but red currently has Shattering
Spree if it wants artifact hate. The pump side
of the spell is inferior to brute force, though
the addition of trample is nice. I'm not
entirely sure how useful the time counter
removal is as I've never used it. I could see it
being "removal" for an opponents vanishing
creature, or it could just be a double time walk
for your Greater Gargadon. Not broken, but
overall solid and versitile.
3/5
Casual
Might be playable in a casual suspend deck, but
the oter 2 abilitys are just to bland. If you
were going to play shatter anyways, play this
insted, but beyond that, Its not really that
good.
2/5
Limited
In limited the +1/+1 is what will be used most
of the time. It acts as removal or can let you
push in the last few points of damage via
trample. The ability to bring a suspended
creature into play to block at instant speed is
just a plus.
3.5/5
PsychoAnime
What's better than a split card? It's a charm. I'd
rather have a 3 in 1 than
a 2 in 1 anyday.
Fury Charm has 3 different effects, obviously.
So let's take a look.
1. Destroy target artifact
Overcosted, but if the other 2 effects are good,
then we can put the extra
cost as part of versatility.
2. Target creatures gets +1/+1 and trample
Nice combat trick. Overcosted but like before,
we can put the extra cost as
part of versatility.
3. Remove 2 time counters
Ew, but there's going to be a time when this
will save you. It can speed up
those new suspend cards in Planar Chaos that
trigger when a time counter is
removed.
The first 2 effects are decent and should have
no problem being actually used,
but their effects aren't dramatic enough for
constructed use. In casual,
time counters are fun. In limited, there's no
artifacts in Planer Chaos but
the combat trick works nicely as a later pick in
draft or a filler in Sealed.
Constructed: 2/5
Casual: 3.5/5
Limited: 3.5/5
Arcane
Reviews by
Arcane
Fury Charm
Seeing Red week ends with my second favourite
charm in Planar Chaos (just below the green one)
Fury charm offers versatility in many different
ways.
Constructed: It’s strictly better than shatter,
offering two more abilities, but will probably
see less play in Extended than Ancient Grudge
(the card that some people argue is the best
card in Extended right now) unless some deck
exploiting suspend appears (which is highly
doubtful). I don’t think competitive Standard
decks right now will benefit too much from this,
but with PC having just become legal not too
long ago the metagame there is still changing.
Casual/Multi: I don’t know why but I love
suspend in casual decks, and this card gives you
not only an answer to your opponents’ pesky
artifacts (like the guy who thinks running a
deck with 4 Nevinryll’s Disk, 4 Plague Boilers
and 4 Oblivion Stones would be cute) but
removing 2 time counters at instant speed can
give you creatures in a flash (though not Flash
ironically) to surprise the player that thought
they had a free beat on you. Or combine it with
the PC Vore creatures (though not Detritivore,
see yesterday’s COTD) to get a few more turns
out of their effects like more +1/+1 counters,
more soldiers, more cards or more life. +1/+1
and trample is always a neat combat trick too
helping you get in with a fatty your opponent
just chump blocked with their weenie. There’s
probably tons of decks out there that use this
card for double duty, removing time counters
from their Greater Gargadon or giving it that
trample it just loves to smack your opponents
around with.
Limited: With few artifacts in Time Spiral block
(and none in PC, the set this card is from) the
best feature for that part of the card is
creature kill against Totems. +1/+1 and trample
is a combat trick that helps damage your
opponent as well. In Limited though the time
counter ability I think is the strongest one
offering the most versatility in its play.
Remove two time counters to get your suspend
creatures (like Halberdiers) in play faster, or
use it to kill off your opponents vanishing
creatures by removing the last of their time
counters; on the flip side do the opposite, add
counters to your own vanishing creatures or dump
on a few more counters to that Errant Ephemeron
or Giant Dustwasp your opponent has been waiting
for 4 turns to beat you in the face with.
Versatility is what causes this card to shine
the most in limited as it will be hard not to
find at least one part of it useful when you
draw it.