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Magic: The Gathering Card Comments Archive

Simic Charm

Multiverse ID: 366463

Simic Charm

Comments (25)

Superllama12
★★★☆☆ (3.2/5.0) (5 votes)
Is it just me, or are the abilities out of order? Normally, the charms read "ability of first color of the pair; ability of second color of the pair; ability that bleeds into both" (e.g. Izzet Charm has a blue ability (countering), followed by a red ability (burn), finished by an ability of both (burn))
ThisisSakon
★★★★☆ (4.5/5.0) (4 votes)
Bloodrush will never feel safe attacking into an untapped Island and Forest
lorendorky
★★★☆☆ (3.6/5.0) (4 votes)
Gruul Charm is outclassed so hard by this it's funny.
marmaris74
★★★★★ (5.0/5.0) (3 votes)
@Superllama12

Yup, they're definitely out of order. Not sure why...
Flyheight
★★★★★ (5.0/5.0) (7 votes)
pay 2 mana pick one: win target combat step; hose target removal spell; or tempo target opponent.
Cyberium
★★★★★ (5.0/5.0) (1 vote)
This suits nicely with the colors of the guild. Pumping would save your creatures or deliver a decisive blow, hexproof on all PERMANENTS avoid spells, and unsommon effect not only remove enemy creatures it also allow you to preserve yours, or benefit from recasting those creatures so you can trigger evolve or other comes-into-play effects,
Curlie-Joe
★★★★★ (5.0/5.0) (2 votes)
this card is so damn versatile, it makes me grimace (with glee of the thought of having a number of these).

not just creature, but permanent protection from targeting...excellent.
Purplerooster
★★★★★ (5.0/5.0) (1 vote)
You rarely need to use Giant Growth or Unsummon on turn one and the other ability is really that productive by its self, but is nice to have stapled on a charm. 4.28/5.
pedrodyl
☆☆☆☆☆ (0.0/5.0)
Giant Growth and Unsummon have both seen constructed play at points. That middle ability is just icing on the cake.
Diachronos
★★☆☆☆ (2.5/5.0) (2 votes)
I like this Charm, but to be honest I'm a little disappointed in it.

All the abilities are nice, don't get me wrong. It's just that I can't stop myself from comparing the first and last abilities to their single-effect counterparts; it's effectively a 2cmc Giant Growth/Unsummon.

But it makes up for that with versatility.
aloehart199
☆☆☆☆☆ (0.5/5.0) (2 votes)
Does noone but me find it hilarious that the artist for the Simic charm is named Boros?
Lifegainwithbite
★★★★★ (5.0/5.0) (2 votes)
It's not really comparable to Unsummon/Giant Growth - it's just far too versatile.
What good is unsummon when you're 3 damage away from winning or when your opponent is about to destroy your best creature? (okay it can bounce the creature but wouldn't you rather keep it on the field?)
What good is giant growth when none of your attacks can get through because your opponent has some massive blocker or something like Fog bank or when an important artifact is about to be Smelted?
DoragonShinzui
★★★★★ (5.0/5.0) (2 votes)
"Man, I can't decide if I want Giant Growth or Unsummon..."

"Now you don't have to chose! Enjoy the fresh taste of Simic Charm! Now with added Hexproof!"
isospeedrix
★★★★★ (5.0/5.0) (2 votes)
I'm not sure why all the charms are rated so low. EVERY (guild) CHARM is great and has a place in constructed!
bowlofgumbo
★★★★★ (5.0/5.0) (1 vote)
@aloehart199 Keen observation ... only, Mr. Boros actually did the artwork for all ten charms buddy :D
Colossus_of_Darkstee
★★★★★ (5.0/5.0) (7 votes)
Hmm... the comparison to Boros Charm (which sees plenty of standard play) is actually quite favorable:

Boros Charm:
1. Deal extra damage to player
2. Protect permanents
3. Deal extra damage - combat trick

Simic Charm:
1. Deal extra damage - combat trick
2. Protect permanents
3. Gain tempo by bouncing a threat

Where Boros Charm has really only two functions, protecting and dealing damage, Simic charm can protect just as well, if not better, and damage almost just as well. In addition to that, Simic charm can bounce, which seems to push this one to the better end of the spectrum. This is not to say that Boros Charm is bad, but maybe that simic charm is underrated, if only slightly.
KribatiOmega
☆☆☆☆☆ (0.0/5.0)
Can this be used to counter a spell that was just cast by the opponent targeting one of my creatures?
If not, I do not understand the value of becoming hexproof for only one round. Can someone explain in what scenario that would be useful?
whitecow
★☆☆☆☆ (1.0/5.0) (1 vote)
god damn i want this to be azorius so bad! would be perfect for my deck
bryan.samuel
★★★★★ (5.0/5.0) (1 vote)
@KribatiOmega. If you cast this spell as a response to their cast "targeting spell" and give your permanents hexproof. Their spell will fizzle as the hexproof will cause your creature to be an invalid target.
raptorman333
☆☆☆☆☆ (0.0/5.0)
I like to compare this to Vines of Vastwood to confuse myself
Sonserf369
★★★★★ (5.0/5.0) (1 vote)
This one comes close to Dimir Charm as my favorite charm. It does everything you want to do and has crazy good flexibility. Giant Growth has never been a bad card. Saving your team from board wipe, or simply your best man from removal is great. But that third ability is what makes it. You can use it both defensively and offensively. Sure, bounce one of their threats, but you can also use it to give Prime Speaker Zegana a second wind if you need it/ feel greedy. Great card. 5/5
Stuflames
★★★★★ (5.0/5.0) (1 vote)
Gruul Charm is outclassed so hard by this it's funny.

How? They both have quite different effects for all three abilities. There are plenty of times where I'd like to burn fliers out of the air or get damage through on the ground more than any of of these abilities. The effects are good enough and the differences unique enough on both that I don't see one flat out "outclassing" the other by any stretch of the imagination.
CogMonocle
☆☆☆☆☆ (0.0/5.0)
The blue charms are all incredible candidates for isochron sceptre...not to say that the others aren't powerful (Golgari/Boros read counter target wrath, Rakdos reads target token player loses, selesnya takes out big guys (obz, hellkite) and can be a flash bear, gruul lets you wipe lingering souls or attack mostly unblocked, and orzhov nets you unconditional removal, bounce for a voltron, and weenie reanimation)

it just seems in general the blue ones are WAY more versatile to the effect of "I would use at least one of these every turn", especially azorius charm. {2},tap: draw a card for 2cmc? awesome.
since_gatecrash771
☆☆☆☆☆ (0.0/5.0)
Oh, here's a thought. Let's combine Giant Growth (which no one uses in Constructed) with Unsummon (which no one uses in constructed) with a spell to protect my creatures from everything EXCEPT board removal (board removal is quite commonly used in constructed). That sounds like a great idea!

For some reason, green-blue has lately not seen a whole lot of play in Standard (and judging from the lists of the top 16 players at all the tournaments I've seen, not much success either.) And this is probably why. Simic has been stuck with one of the most shallow charms of them all, consisting only of a small combat trick, awful psuedo-removal, and a protection clause which board removal EASILY breaks through. The hexproof clause would probably be the most relevant, but the fact that it gives ALL your creatures a barrier, and STILL doesn't protect them all from getting hit by Supreme Verdict or Merciless Eviction or Planar Cleansing or Anger of the Gods just doesn't make sense. If you have to get those two extra lands before you can bring out the creature you want so badly to save via hexproof, you've already lost. Is this charm unplayable? Not necessarily, because it's still flexible like the rest, but you're getting much less out of this one than others. The only one that could potentially be worse is Orzhov charm (although it does have a removal clause that won't usually care about life loss.) Either way, blue green, from what I've seen, will probably not get you far in Constructed. Much better options exist. 2.5/5
syntheticbiology232
☆☆☆☆☆ (0.0/5.0)
so its a weak mizzium skin a giant growth or a unsummon well all those cards are pretty good and i don't need to put 4 of each in my deck i like this card 4 stars