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Community Rating: 4.197 / 5  (117 votes)
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Wizards, I love this card. I wrote it off at first as being rather narrow, not doing enough things. Then I played it in a BUG delver (standard) deck. I instantly wanted to bump it up to 4. It is never dead in that deck. And its even flavorful, because of all the things you can do with the card are subtle and not actually printed on the card, which fits perfectly with what dimir is all about.

Opponent stuck on low mana/mana flood/missing color? Dimir Charm to keep it that way.

Opponent rocking huntmaster, mana dorks, deathrite shamans, ect? Dimir charm to the rescue.

If you don't draw a land you die to your own Duskmantle Seer? Fix my deck to draw a land.

Opponent on low life? Dimir charm them to put that angel of serenity/thragtusk on top so they die to duskmantle seer.

Counter miracles.

The only thing it doesn't do is stop sphinx's revelation, but you can play other cards for that.

It does other things too, and it never feels dead, because you can sculpt your hand with it at wo... (see all)
Posted By: Killme304 (2/23/2013 6:55:12 PM)


The abilities are only slightly narrow and are never useless to say the least. A pretty decent card really. I mean it's hard not to compare it to the other charms, since they're part of the same cycle and all, but really, this is probably better than it looks.
Posted By: Dabok (1/22/2013 3:30:41 PM)


Generally speaking, worse than Izzet Charm, but has enough merit to stand on its own.
Posted By: Kryptnyt (1/22/2013 10:23:25 PM)


Nice twist on Fateseal with the third ability. I'm glad to see WoTC hasn't completely ditched that mechanic.
Posted By: Towers76 (1/23/2013 9:03:46 AM)


In addition to it's great, if narrow, disruption and utility, this charm's art is fantastic use of light, shadow and positioning to show the Dimir symbol. It's just pure brilliance - a secretive guild would not want to put its iconography all over the place for people to see. However, standing at just the right angle, maybe a trained eye could make it out while hundreds of others pass right by, completely oblivious.

I love this guild's flavor so much.
Posted By: Equinox523 (2/15/2013 12:13:39 PM)


Fantastic card! So many uses:
1. Miracles
2. Modern
2a - Jund: Dark Confidant/Deathrite Shaman
2b. Exarch: Kiki Jiki/Exarch/Pestermite
2c. Spellskite
3. Standard Delver
4. Great card advantage
5. Counter Sorcery - probably the weakest aspect of this card, but lets be honest... it will be used as that to win games here and there.

This and Azorius charm are probably my two favourite... All three of their abilities are aplicable and useful in so many different formats. 5/5 for me. Love it.
Posted By: Pope_Smotage (1/23/2013 1:36:18 PM)


Out of the charms, this one probably has the most diverse abilities, but they aren't equal in strength to Boros Charm.
It's either a more restrictive Negate, a better-costed Swat without Cycle, or a reverse Ponder.

Generally speaking, during the prerelease, this was decently useful, probably more-so than Gruul Charm or Orzhov Charm. Some of the most troublesome creatures had (or was going to have) less than 3 power, like Deathcult Rogue.

Just make sure, like with Killing Glare, that your opponent doesn't have open mana, just in case they want to Bloodrush.
Posted By: Ferlord (1/27/2013 12:35:40 PM)


Instant tutor screw.
Posted By: wholelottalove (1/29/2013 8:49:08 AM)


Not the best of the charms on its own, but I look forward to playing a casual deck with this Duskmantle Seer and Isochron Scepter.
If you get the scepter out early its insanely easy to mana screw your opponent, letting them draw cards that are either useless due to high CMC's, or will impact you the least.
Posted By: roguepariah (3/4/2013 11:07:14 AM)


I like the utility here. This can do A LOT to mess up your opponent's tempo.
Posted By: SyntheticDreamer (1/22/2013 9:52:17 PM)