If it hits a decent % of creatures, then I'd think about including it if I was still running either of those cards. It is way off my radar though (I have only two non-land cards from each guild in my 360).
I think this card is great, we haven't seen the rest of the set yet but this is easily the best dimir card spoiled so far. Countering a sorcery can be relevant in a lot of matchups, and the second kill ability will be good against aggressive decks that might not run a lot of sorceries. And the third ability is relevant in reanimator decks, which is an archetype I support in those colors. I'm definitely going to including this over baleful strix and forbidden alchemy, so it's pretty safely in my cube so far.
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I like Baleful Strix WAY more. That card just has so much value. Don't get me wrong, this is a good charm... And I can maybe see it being the 5th best dimir card, but not any better.
It kills more than half of the creatures in the cube, can counter some of the most powerful spells out there, and can serve as a pseudo-Impulse that can also feed the 'yard. I think this spell is great, and unless we get a few additional Dimir staples included, I'll likely cube this card at 540.
This is a good card, my second favorite charm so far. The removal option is very strong, I like how it hits walls. Countering a sorcery is like the enchantment mode on mortify: it adds value, but not much. The scry/graveyard option is good, but not as good as the looting on izzet charm. Passing turn with this card and the mana to play it is a great turn two, you'll be able to profitably play it no matter what, but it loses value faster than izzet charm. Even the damage option on izzet sees play late game during combat. Since dimir is in better shape than izzet I'll likely be skipping this for my 360 but I wouldn't fault running it in a larger list.
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
This one is worse than Izzet Charm in every way. Only countering sorceries? Meh. And the third ability is either very narrow or card disadvantage. I would reinclude Agony Warp or Recoil before I would play this spell.
It's rather Izzet Charm being good than this one being bad. All mode are interesting, not sure if its still enough good overall, but I would not pass this card without a bit of test.
I thought I kept one of the three cards when I read it the first time. It's still a nice spell with top/brainstorm/rack/jace and so fourth. But it's not as good as I originally thought.
Except, only milling two cards means that this isn't any good for a mill strategy unless you run a LOT of other mill cards.
But it's not just milling two cards, it's also screwing your opponent by giving them the worst of their top library three cards on their next draw. There are people who want to force a mill archetype in their cubes and this card would fit into it while still being playable in other decks. It's an enabler not a finisher.
I like this card enough to fit it in the 8 slots I have for multicolor. Inexpensive answers for 2 power creatures is good. I don't know how often someone will be able to counter a sorcery, and I expect that this will be the least used mode. Milling oneself for reanimation or digging for a particular cards is other mode I see likely to be enabled.
Izzet Charm is so good because the modes complement each other perfectly; you can soft-answer small creatures and noncreatures, and by my gut feeling that's around 75% of cube cards or more. And even if you don't need that, there' still the looting effect. Never ever dead.
Dimir Charm can answer small creatures and sorceries. It's a harder counter for sorceries, but it does nothing against artifacts, instants, enchantments and planeswalkers. That's a huge blind spot. And where the Izzet Charm has the looting to round it all off, Dimir Charm has a very, very borderline mode. Mini-Impulse this is not.
It's significantly worse than Izzet Charm and probably not cube material, but the artwork is downright awesome (how would a secret guild display their symbol? Like that).
Specialities about the cube: U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
People tap out so much izzet charm might as well be a hard counter. The damage retains use later because of combat. And putting cards in my hand right now is so much better than scry/fateseal. So I agree dimir charm seems like a bad imitation of izzet charm. I still think it's a strong card, though. It's a pretty great turn two play (on their turn).
When I see Healing Salve, I'm often like "Oh girl, I wish I could turn every card into this." Thanks they removed the gain life part, otherwise this would have been broken.
This seems like a pretty good card. There are a few different ways to take U/B these days with Tezz/Strix and Finkel/'Tog. This would be an acceptable backup for all of those - Charm modal cards are always nice.
This seems like a pretty good card. There are a few different ways to take U/B these days with Tezz/Strix and Finkel/'Tog. This would be an acceptable backup for all of those - Charm modal cards are always nice.
We use Tezz/Lim-Dul's Vault (which is awesome). I read this card when it was spoiled but I already forgot what it does.
ofcourse it couldn't be destroy target creature with casting cost 2 or less because what would all of our lovely tarmogoyf players think! I think that the restriction of 'power 2 or less' is too big drawback in other formats.
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I like the versatility of the spell, and am considering replacing Agony Warp or even Undermine. Thoughts?
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Definitly cube playable.
I dont think it's insane, but prefer it significantly over undermine and agony warp.
I like it less than tog, tezzeret, shadowmage and creeping tar pit.
Would be #5 for me
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450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
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Except, only milling two cards means that this isn't any good for a mill strategy unless you run a LOT of other mill cards.
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But it's not just milling two cards, it's also screwing your opponent by giving them the worst of their top library three cards on their next draw. There are people who want to force a mill archetype in their cubes and this card would fit into it while still being playable in other decks. It's an enabler not a finisher.
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I'd rather run a great removal spell in that slot if that is what you are looking for. The counter option is too narrow for my tastes.
Uril, the Miststalker RGW -- Ulamog, the Infinite Gyre C -- Vhati il-Dal BG -- Jor Kadeen, the Prevailer RW -- Animar, Soul of Elements URG
Kiki-Jiki, Mirror Breaker R -- Maga, Traitor to Mortals B -- Ghave, Guru of Spores BGW -- Sliver Hivelord WUBRG
Dimir Charm can answer small creatures and sorceries. It's a harder counter for sorceries, but it does nothing against artifacts, instants, enchantments and planeswalkers. That's a huge blind spot. And where the Izzet Charm has the looting to round it all off, Dimir Charm has a very, very borderline mode. Mini-Impulse this is not.
It's significantly worse than Izzet Charm and probably not cube material, but the artwork is downright awesome (how would a secret guild display their symbol? Like that).
450, Peasant*, unpowered**
Specialities about the cube:
U tempo, B aggro, R slow-ish are supported. G aggro is not.
Currently trying to support tokens in all colors but blue, in different ways: W pumps them, B sacrifices them, R suicides them, G has decent-sized ones.
cube list outdated
*literal C/U definition according to gatherer
**some cards are banned. Library of Alexandria, Land Tax, Sol Ring.
On spoiled card wishlisting and 'should-have-had'-isms:
We use Tezz/Lim-Dul's Vault (which is awesome). I read this card when it was spoiled but I already forgot what it does.
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