You could rescue a creature of yours and any
Auras you had played on it, or simply get back
that Angelic Destiny now that you've got a
better creature to play it on. You could
straight up destroy a creature... if you can
afford to lose the life (and since Orzhov is all
about life gain and drain, you probably can). Or
you could do a passable impression of
Proclamation of Rebirth-- although the strongest
thing about that card was the fact that it could
be reused. Orzhov Charm's third ability is only
as good as your best one-mana creature, if it
had flash. Still, you can retrieve a creature
from your graveyard or battlefield or kill one
of your opponent's creatures. Orzhov Charm
definitely wants to be in a deck that wins or
loses off its creatures, in a format where
creatures are the most important thing.
Orzhov Charm
In a sense, it's unfortunate that all the guild
charms help different game plans, because that
makes it harder to shove them all in a deck,
name it "The Charmed Ones," and put a stock
photo of Piper, Phoebe, and Paige on your deck
box. Orzhov Charm makes it even harder, as you
kind of have to stretch to find a use for all
three modes within one deck. Not that it's not
good at all three of those - shoring up the main
weakness of Aura decks, being almost as
efficient as Terminate, and locking people out
with Kami of False Hope would each be worth a
card on their own. Orzhov Charm is so powerful
that you'd be justified in naming any deck that
leans on even one of those modes "The Charmed
Ones."
Welcome back readers todays card of the day is
Orzhov Charm which has a lot of flexibility. In
standard the ability to save a creature and all
auras attached to it bodes well for the recent
advent of hexproof aura decks providing a
powerful and versatile application of this card.
The second ability destroying a creature and
losing life to its toughness can be strong and a
possible game winning piece of removal because
even if your taking five for killing a dragon or
similar sized threat if you had no other way of
interacting with it this card has done its job
albeit at a steep price. The final ability
returning a one casting cost creature may see a
small amount of play but is less exciting than
other options. Overall in standard I can see
this card in sideboards or maindecks of Esper
based control decks or Esper aura style decks.
In modern this card could slot easily into a
white/black Martyr of Sands build due to the
cards versatility and interaction with the named
card as well as being a white card itself.
Otherwise it could see moderate play in control
style decks. In legacy and vintage I don’t
foresee this making a splash. In casual and
multiplayer its versatile and I think all the
charms will see some amount of play be it one on
one or multiplayer. In limited its creature
removal or a way to save your creature or
possibly recur an important one, a solid pick
overall.
Today's card of the day is Orzhov Charm which
costs one White and one Black for one of three
effects. The first returns target creature
you control and all auras attached to it to your
hand which is decent as a response to removal,
particularly in builds that are normally
vulnerable for using multiple auras. The
second effect of destroying target creature and
you lose life equal to the toughness is okay in
a pinch, but many other removal options exist
without that kind of drawback for the same mana
cost. The final choice of returning a converted
mana cost one or less creature from the
graveyard to play is somewhat situational,
though the right deck can easily take advantage
of instant speed summoning of various one or
zero mana choices. Overall this is a
decent support card in a deck using auras and
one mana creatures of note, with the value
decreasing as those two aspects are reduced.
In Limited the chance of having this at the same
time as a creature with an aura or a one mana
creature in graveyard is lowered. Even
with that at least one scenario out of saving a
creature from removal, needing to destroy
something where the penalty is equal or less
than the alternative, even getting a blocker
when needed should come up during just about any
game. Combined it worth the second or
third pick in Booster, barring really notable in
color alternatives, and should always be used in
Orzhov builds for Sealed.
Welcome back to
the card of the day section here at Pojo.com. It
is Charm week here this week as we are looking
at all the Charms from the coming set,
Gatecrash! Today's Charm is the Orzhov Charm.
Orzhov Charm costs one white and one black mana
and is an uncommon instant. Orzhov Charm's three
abilities to choose from are: Return target
creature you control and all Auras you control
attached to it to their owner's hand; or Destroy
target creature and lose life equal to it's
toughness; or Return target creature card with
converted mana cost 1 or less from your
graveyard to the battlefield.
While Orzhov Charm is still not my favorite of the Charms,
it still has more useful abilities than some of
the others. A really well rounded card that all
of the abilities could in fact be utilized in
really any game. This in my opinion makes it a
strong third place in the usefulness of the new
Charms, behind the Boros Charm and Simic
Charms.
The first ability is great if you've invested a lot to
enchant a creature of yours, and someone is
about to Murder it, or board wipe. Then you will
effectively be able to rebuild that strategy,
hopefully not to see it die again.
The second ability is really not a great one. There are much
better options. However, Charms take the place
of some of those cards simply due to the
diversity you gain in using the Charm. So in
this instance, I can see Orzhov Charm replacing
a Murder or Go For the Throat. And the best time
to pull this trigger is in response to some
massive pump, you lose a little life in exchange
for not taking a massive thump in the face.
Particularly useful against Gruul decks using
the Bloodrush mechanic.
The last ability is really odd. There are few good zero or
one drop cards worthy of being brought back.
This ability really could have been made much
better by instead of defining the cost, allow
the player to pay life for the cost of the
creature, that I feel would have suited the
Orzhov better from a flavor stand point. But
instead, this is what we have to work with.
There might be some things upcoming that are
worthy of such a card. But I guess for the
moment, it is not going to be all that
impactful.
A decent Charm in comparison to a couple of the others, but
not nearly on the same level as the Boros and
Simic Charm's.