Having guild-themed charms in a Ravnica-related
set is such an obvious move, it really makes you
wonder why they didn't do it the first time
around. If I see a thousand Magic sets, I doubt
I will ever see any decision more confusing than
that one. But now we have them, and very soon
we'll be able to play with the complete set.
Often, charms bring three effects that wouldn't
"fill" a complete card on their own, but when
you put them together you get the benefit of
flexibility and of not having to "spend" a card
on such small effects. However, when a charm
goes to the next level and has three effects
that are sometimes or always worth a card on
their own, as Boros Charm does, you have a real
hit. I especially like how all three modes show
you explicitly what the Boros strategy is all
about, as they either end a game or keep you in
one. The only question is whether the other
Gatecrash guilds charms are the same sort of
thing (spoiler alert: they are).
Today's card of the day is Boros Charm which
costs one Red and one White for one of three
effects. The first effect of dealing four
damage is decent at the two mana cost, but
outside of a finishing blow or to respond to a
discard it should be avoided in favor of the
other effects. The making all of your
permanents indestructible until end of turn is
an incredible combination with most forms of
mass removal and works well in response to an
opponent's attacks or removal effects. The
third effect can also be used as a finisher,
with Lifelink and other combat abilities, or to
kill a larger threat which allows some
flexibility if not the raw power of the second
option. Overall this is a versatile and
combo friendly card that belongs in every
Red/White deck as it has benefits in nearly any
situation, whether offensive or defensive
capabilities are needed it can provide something
valuable.
In Limited this is a great second and third pick
for Booster and automatic inclusion for Sealed
that can strengthen any Boros guild deck.
Double Strike on one of the larger creatures
like Spark Trooper, Foundry Champion, or Aurelia
with a copy of the common Gruul's Scorchwalker
in hand can easily be a one turn kill. The
protection effect is still useful here, though
the direct damage or Double Strike are far more
likely to be stronger uses of the card than in
Constructed formats.
Welcome to Charm
week here at Pojo.com's card of the day section!
We begin Charm week by looking at the Boros
Charm. Boros Charm, like all of the other
Charms, is an uncommon instant that costs one
each of the Guild colors, for Boros, that is one
red and one white mana. Again, like all the
Charms, there are three abilities to choose from
once cast. The Boros Charms abilities are: Boros
Charm deals 4 damage to target player; or
permanents you control are indestructible this
turn; or target creature gains double strike
until the end of turn.
Boros Charm is hands down my favorite Charm. Ever. I
absolutely LOVE the abilities that they gave the
Boros Charm. Two mana for four damage to your
opponent could very well be the final blow
needed to finish off an opponent. The second
ability could be a timely answer for a Supreme
Verdict. Or if your opponent launches an
offensive and you block but don't want to lose
any creatures. Or your opponents are surprised
during your own all out assault. But for me the
last ability is what truly makes this Charm my
favorite. Instant speed Double Strike on a
creature you control. That is just so effective.
Assault Strobe was nice, but at sorcery speed,
just not a good play. Double Cleave was one of
my favorite cards, and this is even better. All
it takes is one decent sized creature, and it
could be game over.
Boros Charm is definitely my favorite Charm, and quickly
becoming one of my favorite cards from
Gatecrash.