I run a really fun naya colored deck with four of these. This card practically spells win condition. Its a great card to hit on a bloodbraid elf cascade. I have used the burn effect no more than 5 times in the hundredish games I have played with the deck, but the tap out and graveyard return effects win games.
Plus in casual games I confuse my opponents with this play:
"At the end of your turn I will Naya Charm for a Naya Charm."
Posted By:
Pwnsaw
(9/15/2009 11:59:40 PM)
not as versatile as, say, jund charm, but the individual effects on this charm are really powerful. as long as you can pay for it, i can't imagine not wanting it in your hand.
Posted By:
metalevolence
(10/14/2009 1:52:32 AM)
Its the second ability that makes this card amazing. Any card includes instants, and sorceries. You need another instant from your graveyard, maybe even another charm, or a command, and you get it immediately. Most cards make you choose what type of card you can pick from and then you still have to pay more than 3 mana, except for nature's spiral. A revival card with no limits is pretty epic on many levels, you can even use it to get a revival card aimed specifically at creatures back from your graveyard repeatedly like death denied. The other two abilities still aren't going to hurt, a lightning bolt for 3 isn't bad, despite the fact that the 1 mana bolt has re-entered standard and extended, your really adding 2 mana for the option of playing the other spells, since a lightning bolt isn't always what you need. The last spell is great, simply because it can clear blockers, and if your playing naya that means you get across 10, maybe even 20 damage with your 3 mana thoctars that y... (see all)
Posted By:
Donovan_Fabian
(10/26/2009 12:50:28 AM)
I agree with you, Kenji18, using the Naya Charms can sometimes seem like a waste. The last ability is definately a game winner, and it can be used both for offense and defence. Play the Naya Charm before your opponent's combat step to prevent him from attacking, and then kill him on the following turn. The Regrowth effect, as mentioned, is also pretty sweet. Really, if you want to, you can dig up your Titanic Ultimatum to use once again. The only real problem nowadays is the return of Fog, which has really ruined many games for me.
Naya Charm has won me so many games because of its last ability. Tapping down all blockers and then moving in for the kill with a couple of Thoctars and some Bull Cerodons have never been more satisfying.
Posted By:
GrimjawxRULES
(11/4/2009 2:01:13 AM)
Man that card is one of the nastiest around! Third ability...in-sa-ne! I've put it in my Naya deck and winning with this is sooo easy (too easy actually). If your opponent don't have any counterspells or lifegain spells (let say Blessed Reversal) well, its game over for sure. I think I should put it out of my deck, its so unfair lol. The colors combination isn't really a drawback. Near broken freak spell haha. 5/5
Posted By:
BladeManFX
(3/5/2010 7:05:49 PM)
I agree with asinine, the last ability is ridiculously good and it is jsut silly to have it on a 3CMC card and even more silly to have it along with the other abilities, which are fine effect, while the last is a game ender.
Posted By:
Sironos
(5/30/2010 11:01:29 AM)
I like how you can target a card in anyone's graveyard with the Regrowth. I'd like to give my partner their Cruel Ultimatum back :D
Posted By:
Revelation666
(8/5/2010 9:57:31 PM)
The only thing better than 1 Naya Charm is 2! Wurt, the raidmother FTW
Posted By:
pug3323
(10/27/2010 4:06:26 AM)
My favourite charm. I replaced Jund Charms with them in my ramp deck, and I've not once regretted this decision. The first option may be underwhelming, but then the real fun begins. Instant-speed Regrowth? Yes, please, I will cast that Command/Ultimatum one more time, thank you. Tapping all of your opponent's dudes on upkeep/beginning of combat/end of turn? Always awesome. Well worth the white splash. Naya Charm rules! 5/5
Posted By:
True_Mumin
(6/30/2009 7:31:46 AM)