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Community Rating: 4.012 / 5  (122 votes)
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Out of the ten guild charms, I'd have to objectively call this one the best. Its three modes are far more playable than most charms; Golgari Charm, Rakdos Charm, and even Orzhov Charm are all fine, but all have modes that have very narrow uses. Azorius Charm has a mode for whatever kind of deck you're playing, instead of whatever kind of deck your opponent is playing.

In my best imitation of objective preference:
1. Azorius Charm
2. Boros Charm
3. Izzet Charm
4. Selesnya Charm
5. Orzhov Charm
6. Rakdos Charm
7. Dimir Charm
8. Golgari Charm
9. Gruul Charm
10. Simic Charm
Posted By: Doaj (3/11/2013 2:38:06 AM)
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Just for the sake of lifelink, it IS worth it.
Posted By: Winhert (3/13/2013 2:43:42 AM)
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1 - Lifelink is overrated, but imagine lifelink to all your creatures can make the 10+ life really look nasty to opponents agroo strategy.

2 - Card draw is the only one which seems bad, but can be very good with miracles and can cycle itself if what you need is that specific card from your deck.

3 - Destroy target opponents draw phase, if it's the only attacking creature, he will usually lose 2 attacks with this. Add Thought Scour for a super effective removal-mill-and-draw alternate route. Tempo strategies also benefit a lot from this.
Posted By: lagg (9/30/2012 9:34:48 PM)
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This card is good simply because IT HAS CYCLING. Any situation where it isn't useful, it replaces itself.
Posted By: Sour_Diesel (10/7/2012 3:39:39 PM)
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Versatile, never a dead card, and awesome logical flavor text.

4/5
Posted By: Purplerooster (10/8/2012 7:15:39 AM)
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I think that the old guild charms were stronger. These are fine for two mana though.
Posted By: wholelottalove (11/1/2012 12:12:59 PM)
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This one card saved me on more than one occassion. A friend of mine used an infect deck and had out a Blighted Agent equipped with Trepanation Blade, and had me down to nine poison counters. He swung, believing I had nothing left to stop him, this card helped to turn the tide and gave my creatures enough time to push back and win the match. Cards like these are flexible enough to handle most situations, this is no exception. Can't wait to get a playset!
Posted By: Kratos1810 (11/27/2012 4:07:38 PM)
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I have an Esper tokens standard deck that I'm looking to improve. Its mana curve is pretty low (all the cards that make the deck work have CMC 3), so it tends to run out of juice quickly. I have two Drogskol Reavers, and I was looking to replace them with more efficient hand-restock. But then I saw this. THE SYNERGIES. The Reavers don't care how you gain life, so each creature with lifelink that attacks nets you a card. Seems like a good deal to me. And of course, it's an early-game tempo card when you need it. And when you don't need it? Cycle it!
Posted By: CaptainNinJoe (12/29/2012 12:20:07 PM)
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Great Isochron Scepter fodder. Stall, draw or gain life.
Posted By: Lash_of_Dragonbreath (1/4/2013 7:39:02 PM)
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Please think of it as having two modes and "Cycling {W}{U}" rather than having three modes. Criticizing it because the second mode is just a cycle is silly! The card itself is excellent, draw-sealing is powerful (as Nevermaker flicker has taught me), and draw-sealing that costs 2 is excellent! The ability to foil a creature at the same time pushes that mode over the edge into "super awesome cool". The lifelink is great in the right deck, too, but it's practically playable just for that third mode. Remember that it's basically costing your opponent a card, meaning that the third mode leaves you in the same state card advantage wise as the second one with the added benefit of the bouncing.

In short, the biggest benefit is probably the third mode. But like with all Charms, the true value comes from the fact that it can do all that other stuff too.
Posted By: LordRandomness (4/14/2013 12:26:52 AM)
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