Is it just me, or have Charms also gotten more
powerful over the years? The idea with Mirage
and Visions' Charms was that the versatility
made up for none of the three effects being
major enough to usually spend a card on by
themselves. Mardu Charm's three modes are always
useful, and there are few aggressive decks of
this color combination that can't use it at all.
I mean, requiring three different colors of mana
isn't really a drawback in a multicolor set.
And yes, part of me does want to know what Oros'
Charm would be like. Probably we never will now,
though.
Today's card of the day is Mardu Charm which is
a three mana Red, White, and Black instant with
three choices of effect. The first one
deals four damage to a target creature which is
respectable for the mana cost and a useful go to
selection in many situations. The second
effect of putting two 1/1 White tokens with a
turn of First Strike into play is an excellent
combat trick that can become card advantage
should they survive or kill attackers. The
last effect of having target opponent reveal
their hand and discard a card that isn't a land
or creature is far more situational and the one
that is likely to be used the least.
Overall four damage for removal or two instant
speed tokens are solid effects and will make
this a frequent sight in decks using the color
combination, particularly Commander.
In Limited if running the three colors the first
two effects are excellent to have available and
this is an easy early pick in Booster after
starting with some or all of the Mardu colors.
For Sealed it of course depends on the pool, but
splashing a third color in to fit this in is
well worth it for the value and versatility of
the first two effects.