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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 3.121 / 5  (87 votes)
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Just run it in a non-flying deck... chances are your opponent is going to swing, turn after turn, overhead, with their evasive creatures and clog the rest of the field with blockers... however. If they play into this mindset they leave themselves VERY open once this resolves.

I'm seriously considering this as mainboard material for RUG tempo. You won't see it coming until it's too late...

And its been said before... that brand ability is weird as hell
Posted By: Gheridarigaaz (2/15/2013 7:46:17 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Not the best charm out there but does the job for Gruul.

4/5.
Posted By: Hakkology (2/23/2013 8:12:54 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I didn't think much of this card until it won me the game against Gift of Orzhova, twice.
Posted By: Clashkill84 (2/25/2013 10:25:01 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This cards is pretty balanced, the way i see it you either turn your creatures unblockable for a turn, considering flying isn't being used as much as it use to be. Or you can kill most of the flying creatures you opponent has. The 2nd ability is one of those "rare occasions", but when that happens you will be glad that you have it, after all think of it as a green/black counter to Act of treason.

Posted By: Vaxos (3/5/2013 6:08:22 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Ray...when someone asks if you're a Gruul, you say...YES!
Posted By: JenBroness (6/6/2013 6:03:32 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Clears the air, stops the ground, and can potentially completely screw over anyone dumb enough to try and steal something from the Gruul.

They don't share well.
Posted By: DoragonShinzui (1/23/2013 9:24:45 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I don't understand why this card is rated so low, it's much better than some of the other charms.

1) First ability- Most early game big guys tend to be non-flying. I've seen this card used to end games before they really get started by tapping their deathtouchers/first strikers/ lifelinkers that could prevent big Gruul beasties or mitigate damage from getting through.

2) Second ability- Haven't seen this one be useful yet, but the potential is clear. One of the worst thing that can happen to a aggro player is to have his beefy guys turned against him. This stops that. At instant speed. Conditional, but very good.

3) Third- I didn't think this was that good till it nuked my fliers. 3 damage even catches an unbuffed Vampire Nighthawk, and can nuke most spirit tokens even if they have an Honor the Pure or two.

This is a solid card. 4/5 out of 5.
Posted By: Specter_Fanatic13 (2/2/2013 9:22:17 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This probably has the best flavor out of all the charms.
Posted By: Abl (1/22/2013 6:20:49 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


@Infernox, according to the FAQ for gatecrash, you're incorrect.

" ** If you choose the second mode, Gruul Charm's effect will override any other control-changing effects on those permanents."

When it says on those permanents, it overrides any aura that is currently on your owned permanents. The aura's will probably stay on there since it doesn't destroy the effect, but you still recover control of your creature and the aura no longer has any effect.


Other than that, i really enjoy this card. The thing people aren't thinking about is that Gruul already has all it's other little tricks and things printed throught bloodrush or through the other various instants(plus the Skarrg Guildmage, either hybrid, gold or red/green. This card is there to fill the gap and help with stupid blue decks, which green has a real problem against.

Think of all those decks that don't have any fliers, but they still have guys with reach. You now have an effective way t... (see all)
Posted By: Vakyoom (1/24/2013 12:43:02 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I agree that Option 2 is basically useless against anything that isn't a dedicated "I steal your stuff" deck. But that doesn't make Gruul Charm bad!

Gruul's entire battle plan consists of "Dudes! Turn 'em sideways!" Their new ability is devoted specifically to doing just that. What better way to make use of it than to pay RG and make all of your Huge/Huge creatures effectively unblockable?

And, as a Green guild, they have issues with Flying. There's not a lot they can do to stop them, short of blasting them out of the sky. Oh, wait! Gruul Charm does that! To their entire field! FOR TWO MANA!

Honestly, I think this is one of the best Charms of the block.
Posted By: Diachronos (1/26/2013 9:26:40 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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