As regular readers will know, modal spells are
among my favorite things in Magic. Selesnya
Charm is near the top of its class, as all three
of its modes will just about always be relevant
in decks that use its colors - white and green
are the colors that most like to get involved in
creature combat, and this particular charm
offers what you need to win almost any creature
combat scenario. Of course, then you have to
watch out for those "lol Doom Blade" decks, but
then who doesnt'?
Welcome back readers todays card of the day is
a powerful charm with a multitude of options.
Being able to give a creature trample and +2/+2
is a nice combat trick that may not be relevant
a lot of the time but it provides some value and
utility. The ability to remove a creature with
power five or greater is a nice piece of removal
against decks that rely on expensive and
powerful threats. The final ability to make a
knight token is decent it provides an attacker
and a blocker when needed due to its vigilant
body. In standard this card is seeing some play
in decks running both of the colors making it a
nice sideboard option and even maindeckable due
to its versatility. In modern this card serves
unique purposes but doesn’t have the extra oomph
to compete but may see small amounts of play. In
legacy and vintage doesn’t do enough to warrant
an inclusion. In casual and multiplayer this is
basically a 2/2 vigilance with flash that can
sometimes remove creatures and provide an ok
combat trick and way to go over the top, meaning
this card is insanely good in decks that need an
early drop and scales well into the late game
this is your card. In limited it’s solid and
versatile. Overall a powerful and versatile card
will see some play almost everywhere.
Today's card of the day is Selesnya Charm which
is a two mana Green/White instant with three
choices of effect. The first gives a
target creature +2/+2 and Trample until end of
turn which is a nice boost offensively, or
situationally on defense, that works best in
aggressive mana acceleration lacking evasion or
Trample or just for added support. The
second effect can exile target creature with
five or greater which is a powerful tool against
an opponent's heaviest hitter and can be useful
for any deck running into a game-ending
creature. The final choice puts a 2/2
White knight token with Vigilance into play
which works well for maintaining pressure and a
defense in a token or swarm design.
Overall, like many charms, this has uses for
many decks and just about any situation which
should have it be a frequent sight in
Green/White builds for some time.
In Limited every effect is useful as either the
removal or Trample effects can dramatically
shift the later stages of a game into your
favor. The token is minimally useful later
on, unless the opponent has nothing able to be
removed and a blocker is needed, but works very
well early game to initiate threat while
remaining available to block. This should
always be played in a Selesnya guild deck in
Sealed and with the variety of effects including
removal is a clear second choice in Booster
after a Green, White, or Green/White rare.
Welcome to another great day of Magic card
reviews here at Pojo.com! We look today at the
Selesnya Charm from Return to Ravnica. Selesnya
Charm is an uncommon instant that costs one
green and one white mana. Selesnya Charm has
three abilities to choose from. The first is
that target creature gets +2/+2 and Trample. The
next ability is to exile target creature with
power five or greater. The last ability to
choose from is put a 2/2 white Knight creature
token with Vigilance onto the battlefield.
Of all the Charms from Return to Ravnica, it is hard not to
focus on the Selesnya Charm. Such strong
abilities and at only two mana. Being able to
put a 2/2 Vigilance onto the battlefield is
nice, especially at instant speed. But I think
that the other two abilities are what really
make this card stand out. A +2/+2 pump that also
grants Trample can be devastating, especially if
used properly, like turn three on a Fencing Ace
combined with a Giant Growth! But perhaps the
best feature is the exiling ability. Instant
speed removal of a target creature power five or
greater is simply amazing. You need only beware
of Hexproof, but this should handle most of the
other main threats on the board.