For Clan; For Survival.... God this is bad
4 out of 5 charms down. I bet you were wondering how I was going to fill my last day with only one card. Well, here it is, Temur Charm, the charm in my favorite color combo and it is Ah-Full. Terrible. Horrendous. Is that Mana Leak? Gruul Charm? A not so Savage Punch? Temur Charm pretty much meets every quota of overly difficult to cast, but completely underwhelming effects of the original 3 color charms back from Invasion and they are still better because they don't have as many contingencies required to make Temur Charm even work!
Over ten years old and still better Temur Charm
Temur Charm is boiled down to three effects. 1.) Mana Leak 2.) Panic for weaklings 3.)Instant Speed Savage Punch. This card is always trading down in some way. Early on, you have to hope to hit the Charm Mana, which isn't that hard with good mana fixing, but still not always possible as Stephen Sawka can attest to. Then, you have to find a time to cast it! Temur's Rare beat stick Savage Knuckleblade already fills the three drop slot wonderfully.There are also morph creatures (Den Protector and Rattleclaw Mystic) that occupy the same space. If you cast it later, at least two of the effects (Leak and Panic) lose effectiveness. Essentially there is no good time to play this card.
Then there's the fact you'll at least go 1 for 1 with very little flexibility iconic to the Charms overall. You need a creature to fight and if you're only barely killing it, then there is no point in 2 for 1'ing. You Counter, 1 for 1. You Panic. You maybe get in some damage as long as your opponent isn't playing anything above the power 3 *ahem Siege Rhino*. Every other Charm has something to it that provides versatility or power. Mardu Charm, probably fourth out of all the charms can kill an opposing creature, put 2 power on the board with a relevant creature type and ability at instant speed, AND instantly cause a discard effect. That's brutal! Temur Charm's effects are incredibly underwhelming and synergize very little with either the clan or an archetype.
Then there's the fact you'll at least go 1 for 1 with very little flexibility iconic to the Charms overall. You need a creature to fight and if you're only barely killing it, then there is no point in 2 for 1'ing. You Counter, 1 for 1. You Panic. You maybe get in some damage as long as your opponent isn't playing anything above the power 3 *ahem Siege Rhino*. Every other Charm has something to it that provides versatility or power. Mardu Charm, probably fourth out of all the charms can kill an opposing creature, put 2 power on the board with a relevant creature type and ability at instant speed, AND instantly cause a discard effect. That's brutal! Temur Charm's effects are incredibly underwhelming and synergize very little with either the clan or an archetype.
So ranking the Charms of Tarkir overall I'd go:
1.) Jeskai Charm- It at the very least 1/5ths your opponents life total.
2.) Abzan Charm- The most Versatile and permanent advantage.
3.) Sultai Charm- Suffers from a medicore performance and a metagame not favoring single colored creatures.
4.) Mardu Charm- Rapidly loses effectiveness past turn 3.
5.) Temur Charm- None of it's effects are worth forcing 3 colors. It's underpowered and awkward to play.
Next week, let's sleeve up our 99 and 1 and talk about some definitely unique additions to your Commander stack.
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