More of a sideboard Charm like Rakdos' or Golgari's, but on the sideboarding department, this is quite good (Azorius flyers getting you down? THIS. Orzhov defensive stuff hard to get through? THIS. People controlling your stuff? THIS)
DacenOctavio
★★★★★ (5.0/5.0)(3 votes)
The Brand mode is unquestionably the most bizarre.
Abl
★★★☆☆ (3.9/5.0)(4 votes)
This probably has the best flavor out of all the charms.
martianshark
★★★★★ (5.0/5.0)(1 vote)
This isn't so bad. This card can get rid of many potential blockers. Plus, if your opponent is gaining control of your stuff, you could use this to get it back. And, of course, any of those options is only 2 mana...
I love charms.
Totema
★★☆☆☆ (2.7/5.0)(3 votes)
Well... Worst charm in GCH, but it's not without merits. At least SB it. That second ability seems really out of place, though. There's not much control magic in this block, and... in red/green? Really?
SyntheticDreamer
☆☆☆☆☆ (0.8/5.0)(3 votes)
This is the weakest charm by a mile. One of the modes isn't even particularly useful in quite a few formats...
flavioal28
★☆☆☆☆ (1.0/5.0)(1 vote)
Not exactly the best charm... No love for gruul
raptorman333
☆☆☆☆☆ (0.0/5.0)
i like the brand. traded cycling for 2 other abilities.
Cyberium
☆☆☆☆☆ (0.0/5.0)
It control the other side so your creatures could rampage through the defense, it also affects the standard hexproof galore.
Purplerooster
★★★★★ (5.0/5.0)(1 vote)
Use Conjured Currency to trade all permanents and then steal their entire board.
DoragonShinzui
★★★★☆ (4.8/5.0)(5 votes)
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.
lorendorky
☆☆☆☆☆ (0.0/5.0)
I feel like this lackluster charm is the result of {R}{G} being the scapegoat for {B}{R}{G} decks. Take a look at Lukas Jaklovsky's Jund deck at: http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/td/231 to see that Jund is still the monster it was back when it was dominating Standard. It's running Bloodbraid Elf and Lightning Bolt as the only maindeck {r} spells in a deck filled with powerful {B} and {B}{G} spells.
RTR gave this deck Abrupt Decay and Deathrite Shaman to go alongside one of the best planeswalkers ever in Liliana of the Veil. We got Clan Defiance and the unfairly costed Rubblebelt Raiders (compare to Nightveil Specter and Boros Reckoner.) Tell me, how many Naya decks do you see running Bloodbraid in Modern? How many Gruul decks? How many decks OTHER than Jund? If she's really too powerful then just ban her but don't print garbage Gruul cards for those of us that love the color combination when you print more and more insane black cards.
In summation, {R} deserves better treatment in Magic, yes I'm biased but it's true.
RedJaron
★★★★★ (5.0/5.0)(1 vote)
I think people are overly down on this charm. The gain control may be very situational, but the other two are useful. Token spirits, birds, drakes, and most vampires will get wiped with this card. And first/double strike, deathtouch, and lifelink do nothing on the ground if they can't block.
Vakyoom
★★★☆☆ (3.5/5.0)(3 votes)
@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 to make all your big/nasty Gruul creatures UNBLOCKABLE for 2 mana. If they have lots of fliers, use mode 3. There are going to be a lot of control taking effects, since blue, blue/black, blue/green, blue/white, black/red, red and even blue/red have control effects. Get your stuff back pronto, for 2 mana. There are going to be a lot of flying creatures, since azorious, simic, orzhov and well, everyone but green really has a high volume of flyers, this charm can wipe them out. You've got to understand, you're getting a 3dmg BOARD WIPE for 2 mana... Even Clan Defiance doesn't wipe the board, though it is OP.
This card will see play, especially in sideboard but mainboarding is still an option depending on what your deck does. DO NOT UNDERESTIMATE the power of 3 incredible modes that, for 2 mana, will change the way the game unfolds.
4.5/5 for being just what gruul needs. I mean, it's way better than Rakdos Charm at least.
Ritokure
☆☆☆☆☆ (0.0/5.0)
It's a real shame that this card has the Brand effect instead of, well, pretty much anything. The no-block effect is okay-ish and relevant in its colors. The anti-Flying effect is very strong, I could live by paying 2 for this effect on a Sorcery, but as an Instant that's just dandy.
All this card needed was a 3rd effect that was relevant when the other two weren't. Instead, we got Brand. Gee, thanks a lot.
RustyKeyes
☆☆☆☆☆ (0.0/5.0)
I really appreciate this card. It finally lets me build a legitimately good Best Friend deck with Bazaar Trader, lending out whatever I want for however long I want. Brand's worthless if you're not abusing the crap out of it and Homeward Path doesn't let me loan equipment or mana...
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
This is actually main deck material imo. If they got ground swarm, this will let your aggro bust open ftw. If they got flyers, this could be 2 for 1.
pedrodyl
☆☆☆☆☆ (0.0/5.0)
Free swings are good, so this card is at least good. 3.5/5
Diachronos
★★★☆☆ (3.5/5.0)(3 votes)
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.
FirstPrime
☆☆☆☆☆ (0.0/5.0)
When drafting gatecrash remember that Act of Treason is a common in this set. So that makes this:
Get your finishing blow through
Great flying removal
Or maybe blow out someone's sneaky act of treason.
I'd main deck that. Heck I'd even splash it into Boros or Simic.
HotHit
☆☆☆☆☆ (0.0/5.0)
Oh hi there Olivia Voldaren. I've just went and joined up with the Gruul guild. No particular reason why.
Neohamster84
★★★★★ (5.0/5.0)(2 votes)
This card was absolutely *sick* in limited. Considering that the most popular form of easily included or splashed-for evasion tended to be Flying, and not many low costed flyers put themselves outside of bolt range, this became an effective one-sided board sweeper for me on several occasions. Recovering from Act Of Treason (which handily untapped my biggest threat ready to block again - thanks!) or getting unopposed stacks of Bloodrush through won many games.
Don't underestimate this card just because you haven't seen how f*cking insanely fast Gruul can lay down damage given the right window.
Mode
★☆☆☆☆ (1.0/5.0)(1 vote)
"This probably has the best flavor out of all the charms." -- Abl
I'll give it that. But at the same time it has the worst play value out of all the charms.
As opposed to the other nine charms which are perfectly playable, this one is rather underwhelming... You can make sure that there's a good use for each single one of all three effects on these. Here, your first choice is pretty decent, but somewhat unreliable. And your second and third choice are merely effects you'd save for your sideboard at best.
But i might underestimate it right now. And if you really insist, there are cards that can make sure that all of these effects will be of good use for you.
rexagon
★★★★★ (5.0/5.0)(1 vote)
Anti-air, Anti-Anti-air, Anti-Mind control, though not the best charm, certainly not the worst. I can imagine how much chaos this hammer makes in real life.
spartan7023
☆☆☆☆☆ (0.0/5.0)
i think its funny that gruul feels they need there own creatures back.
Specter_Fanatic13
★★★★☆ (4.6/5.0)(6 votes)
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.
OrgasmandTea
★★★★★ (5.0/5.0)(1 vote)
This is one of my favourite charms. It doesn't win the game on its own, but it has great utility in red green. An earthquake stomp for two mana is an exceptional way to win a game. The middle ability might seem useless at first, but when it actually does work, it works big. And I suppose it's correct that it doesn't cause four damage to all fliers, as that would kill Aurelia and Entreat the Angels, but damn I wish it did, for that reason. Four stars.
BloodCrank
☆☆☆☆☆ (0.0/5.0)
It should honestly have "Kill target creature with flying. Making it a Plummet instead of a bad Plummet that deals 3 dmamge would be great. Then it would see play because Aurelia, the Warleader, Restoration Angel, Thundermaw Hellkite, Sublime Archangel, and the list goes on and on.
rogelio
☆☆☆☆☆ (0.0/5.0)
I can understand why this card is rated fairly low; it's not mainboard material in Standard, and chances are you won't be sideboarding it all too often either. But Gruul Charm really shines in Limited, where flyers are most dominant, Act of Treason will see some play and having your opponent unable to block could put you ahead of the game by a lot. This card is the solution to all your draft problems: decimate flyers with the mighty Gruulhammer, take your creatures back from the likes of Act of Treason and Molten Primordial, and keep your opponents from blocking your 15/15 bloodrushed Rubblebelt Raiders on the ground. I drafted two of these and they were a big reason for me getting second place that evening.
4/5 to you, Gruul Charm.
Gheridarigaaz
★★★★★ (5.0/5.0)(1 vote)
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
Kratos1810
★★★★★ (5.0/5.0)(2 votes)
Cannot stress how amazing this charm is. Breaks through for lethal, wipes smiles off of snooty fliers (Looking at you Sublime Archangel) and teaches those Dimir mages not to screw with Gruul. Best thing to follow up with is Flinging a bloodrushed creature for the killing blow.
SRSFACE
★★★★★ (5.0/5.0)(2 votes)
Y'know, I used to not be a fan of this card all that much.
Until I actually got a few of them in my shop's Gatecrash league. The sheer number of flyers in this set automatically make that ability good. It makes Simic Manipulator, Soul Ransom and most importantly, Nightveil Specter weep.
And it also essentially makes your dudes unblockable.
It's got it's place in constructed, too, but man is this one glorious in limited.
Hakkology
★★★★★ (5.0/5.0)(1 vote)
Not the best charm out there but does the job for Gruul.
4/5.
Clashkill84
★★★★★ (5.0/5.0)(1 vote)
I didn't think much of this card until it won me the game against Gift of Orzhova, twice.
Vaxos
★★★★★ (5.0/5.0)(1 vote)
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.
Nagoragama
☆☆☆☆☆ (0.0/5.0)
Probably the worst of the new charms, but it isn't terrible. Preventing your opponent from blocking could end the game. And if a deck that revolves around stealing permanents ever becomes popular, the Brand effect could become relevant.
Lifegainwithbite
☆☆☆☆☆ (0.0/5.0)
It's just not versatile enough. It requires too many specific situations. The really good charms are never a dead draw and I just see this being one far too often. I can see it being useful sometimes but the best charms are useful ALL the time. Boros, Azorius and Selesnya Charms are almost never a dead draw.
JenBroness
★★★★★ (5.0/5.0)(1 vote)
Ray...when someone asks if you're a Gruul, you say...YES!
Aquillion
☆☆☆☆☆ (0.0/5.0)
An interesting note: Under the current rules, the owner of a token is the owner of the card that created it. That means that if you play cards that put tokens into play under your opponent's control (like Beast Within), this card will then let you claim the tokens for yourself.
CogMonocle
☆☆☆☆☆ (0.0/5.0)
Hey, worst charm of the cycle, congratulations gruul charm! NEVER useful outside of casual. Has some janky combos with cards like scrambleverse, that's about it.
SarpNasty
☆☆☆☆☆ (0.0/5.0)
I was playing against a buddy using a semblance anvil deck. I did the old Rune-Scarred Demon/Phyrexian Metamorph combo and had 4 6/6 fliers ready to swing for the win in the next turn. He's playing R/G with two forests and two mountains. I think i'm swinging for the win until he plays two of this and kills all of my creatures and my Birds of Paradise.
I gave this a 4/5 for this simple reason. 3 damage to each creature with flying in a guild that doesn't boast a lot of fliers is incredible for 2 mana. The fact that it does other stuff is just icing on the cake for me.
Guest1381794618
☆☆☆☆☆ (0.0/5.0)
I just don't understand where they were going with this.
Mode 1; This is pretty ok. 2 mana to get home, R/G decks can totally make use of this. This is an instant though, but this effect is really effectively a sorcery. No real combat tricks here.
Mode 2; I really don't know. Did Soul Ransom become troublesome in the FFL? Why such an arcane second mode?
Mode 3; This one really irks me. Of the 135 or so flying critters this could kill, generously 4 of them see standard play. Of the 34 Flying critters that have 4 toughness, some 10 more see tons of standard play. Why this couldn't have done 4 to all flyers, I don't know. That alone would have made it a card worth playing.
I guess in the end one of the charms had to have the dubious honor of being the worst. I just wish it would have been at least a contest.
Continue
☆☆☆☆☆ (0.0/5.0)
Easily the worst of the ten charms, but its versatility still nets it a 3/5.
FlingIt
☆☆☆☆☆ (0.0/5.0)
Everyone is talking about how the second ability hasn't been useful yet. What about Ashiok, Nightmare Weaver?
SirLibraryEater
☆☆☆☆☆ (0.0/5.0)
I would appreciate this more if either the second ability was more relevant to the set. I mean, there's some card control changers, but there's not really enough to make a deck around them. I would like this more if the ability was either different or printed when it would be more useful. It's a charm, though, so it's gotta be pretty good.
Prognox
☆☆☆☆☆ (0.0/5.0)
Oh hey, did you just ulti your Elspeth? I'll just cast one or two of these and wipe a majority of your board for you.
Yes, Ashioks and Nightveil spectres seem to be a "thing" these days. Gruul Charms suddenly don't seem so bad.
Quake5master
☆☆☆☆☆ (0.0/5.0)
One of the more situational charms, great to be side boarded! Though, Boros Charm and Selesnya Charm are my all time favorites and first picks, this one still holds a very sturdy place that the others don't fill. I have to give it 4 stars, simply for giving ALL creatures you own have evasion, or forces your opponent to make silly chump blocks with important fliers. Very situational, but against the right match up this thing will destroy.
Ugin
☆☆☆☆☆ (0.0/5.0)
The question is - Do you keep this card in your R/G deck? OF COURSE YOU DO!
The fact that you can smite all annoying flyers at instant speed it's already handy enough.
Not satisfyed? How about "Creatures WITHOUT flying can't block this turn"? Since you play Green and Red it should not be difficult to have huge tramplers,this card is a total flying hater,it can instantly produce a mass genocide out of enemy flyers keeping you safe from air attacks.
And you wanna hear the best part? Say your annoying control opponent uses his expensive tricks to rob your permanents,you instantly say "NOT TODAY!" leaving him with almost no mana opened.
DaLucaray
☆☆☆☆☆ (0.0/5.0)
Truly a profound piece of flavor text. Borborygmos is a brilliant and philosophical genius.
Comments (49)
I love charms.
They don't share well.
RTR gave this deck Abrupt Decay and Deathrite Shaman to go alongside one of the best planeswalkers ever in Liliana of the Veil. We got Clan Defiance and the unfairly costed Rubblebelt Raiders (compare to Nightveil Specter and Boros Reckoner.) Tell me, how many Naya decks do you see running Bloodbraid in Modern? How many Gruul decks? How many decks OTHER than Jund? If she's really too powerful then just ban her but don't print garbage Gruul cards for those of us that love the color combination when you print more and more insane black cards.
In summation, {R} deserves better treatment in Magic, yes I'm biased but it's true.
" ** 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 to make all your big/nasty Gruul creatures UNBLOCKABLE for 2 mana. If they have lots of fliers, use mode 3.
There are going to be a lot of control taking effects, since blue, blue/black, blue/green, blue/white, black/red, red and even blue/red have control effects. Get your stuff back pronto, for 2 mana.
There are going to be a lot of flying creatures, since azorious, simic, orzhov and well, everyone but green really has a high volume of flyers, this charm can wipe them out. You've got to understand, you're getting a 3dmg BOARD WIPE for 2 mana... Even Clan Defiance doesn't wipe the board, though it is OP.
This card will see play, especially in sideboard but mainboarding is still an option depending on what your deck does. DO NOT UNDERESTIMATE the power of 3 incredible modes that, for 2 mana, will change the way the game unfolds.
4.5/5 for being just what gruul needs. I mean, it's way better than Rakdos Charm at least.
All this card needed was a 3rd effect that was relevant when the other two weren't. Instead, we got Brand. Gee, thanks a lot.
If they got ground swarm, this will let your aggro bust open ftw.
If they got flyers, this could be 2 for 1.
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.
Get your finishing blow through
Great flying removal
Or maybe blow out someone's sneaky act of treason.
I'd main deck that. Heck I'd even splash it into Boros or Simic.
Don't underestimate this card just because you haven't seen how f*cking insanely fast Gruul can lay down damage given the right window.
I'll give it that.
But at the same time it has the worst play value out of all the charms.
As opposed to the other nine charms which are perfectly playable, this one is rather underwhelming...
You can make sure that there's a good use for each single one of all three effects on these.
Here, your first choice is pretty decent, but somewhat unreliable.
And your second and third choice are merely effects you'd save for your sideboard at best.
But i might underestimate it right now.
And if you really insist, there are cards that can make sure that all of these effects will be of good use for you.
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.
4/5 to you, Gruul Charm.
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
Until I actually got a few of them in my shop's Gatecrash league. The sheer number of flyers in this set automatically make that ability good. It makes Simic Manipulator, Soul Ransom and most importantly, Nightveil Specter weep.
And it also essentially makes your dudes unblockable.
It's got it's place in constructed, too, but man is this one glorious in limited.
4/5.
I gave this a 4/5 for this simple reason. 3 damage to each creature with flying in a guild that doesn't boast a lot of fliers is incredible for 2 mana. The fact that it does other stuff is just icing on the cake for me.
Mode 1; This is pretty ok. 2 mana to get home, R/G decks can totally make use of this. This is an instant though, but this effect is really effectively a sorcery. No real combat tricks here.
Mode 2; I really don't know. Did Soul Ransom become troublesome in the FFL? Why such an arcane second mode?
Mode 3; This one really irks me. Of the 135 or so flying critters this could kill, generously 4 of them see standard play. Of the 34 Flying critters that have 4 toughness, some 10 more see tons of standard play. Why this couldn't have done 4 to all flyers, I don't know. That alone would have made it a card worth playing.
I guess in the end one of the charms had to have the dubious honor of being the worst. I just wish it would have been at least a contest.
It's a charm, though, so it's gotta be pretty good.
Yes, Ashioks and Nightveil spectres seem to be a "thing" these days. Gruul Charms suddenly don't seem so bad.
Though, Boros Charm and Selesnya Charm are my all time favorites and first picks, this one still holds a very sturdy place that the others don't fill.
I have to give it 4 stars, simply for giving ALL creatures you own have evasion, or forces your opponent to make silly chump blocks with important fliers. Very situational, but against the right match up this thing will destroy.
OF COURSE YOU DO!
The fact that you can smite all annoying flyers at instant speed it's already handy enough.
Not satisfyed? How about "Creatures WITHOUT flying can't block this turn"?
Since you play Green and Red it should not be difficult to have huge tramplers,this card is a total flying hater,it can instantly produce a mass genocide out of enemy flyers keeping you safe from air attacks.
And you wanna hear the best part? Say your annoying control opponent uses his expensive tricks to rob your permanents,you instantly say "NOT TODAY!" leaving him with almost no mana opened.