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Top Ten Charms for Commander

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Hello happy people! I hope that your day and week are going incredibly well! I am out today for a work conference and I needed to have a Top Ten list ready to go for you that was current but filled out early, before the full spoilers were released. What do I do? Well, there are five Charms in Streets of New Capenna that are already spoiled, so what if I looked at every Charm ever printed and gave you my Top Ten List of Charms and then I also included the Charms that are getting released in Streets? I feel like that is current as well as something I could write about.

Charms are pretty good for Commander and other kitchen table formats since they are really flexible and give you three solid options for one card. The more players you are playing against, the more options you'll need to have, so the Charms are pretty helpful to have in your deck and in your hand!

Ready? Let's do it to it!

Honorable Mention #1 - Brokers Charm AND Esper Charm

Brokers Charm

Hitting at the same level are these two Charms, the newer Brokers and original Esper Charm. Each has a Demystify and Inspiration to draw two cards so you can dig for an answer to a problem. Then they differ with the third ability. The first one can use Green to pump your creature's power by one and then send damage to an opposing creature or planeswalker equal to its power so it can, in the right circumstances, kill it. The Esper one uses its Black to force a foe to discard two cards like a Mind Rot but note that it does so at instant speed!

Honorable Mention #2 - Bant Charm

Bant Charm

For three mana you can Shatter, counter an instant and Time Ebb to the bottom. All three are pretty good. We have loads of artifacts to destroy with your Bant Charm at the kitchen table like Chromatic Lantern or Mind's Eye. We also have loads of powerful instants to counter like Heroic Intervention and the heavily played Cyclonic Rift. But I love it for the White ability because tucking to the bottom of the library is almost as good as exiling it, only they can tutor for it. That's great and flexible but keeps it out of the top ten proper.

Ready for it?

#10. Archmage's Charm

Archmage's Charm

This mono-Blue Charm is just as heavy on the mana as other three-mana charms and is much harder to run in multicolored brews. That keeps it here, but it's pretty powerful. This fun thing can counter any spell without any restriction like a Cancel, it can draw you two cards like Inspiration and it can steal a small permanent. The card draw is pretty rarely used but it's there, and the stealing is nice at instant speed to do at the end of the turn, but has a lower rate of return at the kitchen table. The counter is where it's at and it's only one Blue more intensive than Cancel so it's pretty strong, just not as flexible as I'd like.

#9. Obscura Charm

Obscura Charm

This Esper colored Charm is a nice three-drop. The White will let you Zombify a three drop multicolored permanent like planeswalkers that were answered, key creatures that got sacrificed for a cool effect like Qasali Pridemage or other cards that died. You can also counter a key sorcery or instant. Most removal that targets your stuff is of a sorcery or instant variety so this is a good adjunct to a permanents matter build in these colors like Superfriends or Artifacts. You can also Murder a dork or walker of the planes with a mana value of 3 or less, which is a lot of options, although a three-mana answer with a lot of colors to a three mana or fewer problem doesn't feel like good math to me. It's pretty good!

#8. Rith's Charm

Rith's Charm

The Charm of the Dragon Rite is arguably one of the most unique Charms out there. Red can destroy a nonbasic land, Green can make three 1/1s, and White can prevent damage from one source. All three are very useful! There are Charms that make tokens, but none makes as many as big, as this one. No other Charm destroys a land at instant speed. And damage prevention can play keep away from removal of a damage based removal. Love it lots!

#7. Riveteers Charm

Riveteers Charm

This Jund colored Charm has some nice options. It can exile a graveyard, which is great in Commander to do at instant speed. The Black provides an Edict effect for their most expensive dork or planeswalker, which is pretty good and slips past indestructible. And then the middle Red ability can exile-draw three from up library, which is good card flow. All three of these are abilities are quite strong and this is my favorite Charm from New Capenna.

Okay, we are about to move from the harder to cast three cost Charms to the easier to cast two drops. Only a pair of three costs are left.

#6. Rakdos Charm

Rakdos Charm

Hello happy Black and Red fans! This can also exile a graveyard, which is very powerful against abuse as well, it's also a Shatter but this time you aren't losing mana, and it can win the game against go-wide decks that gets shot for a bunch of damage. Great triumvirate of options here!

#5. Crosis's Charm

Crosis's Charm

The first Grixis colored Charm was this Dragon's fun thang! The Blue will bounce any permanent even lands. The Red is a Shatter and the Black is a Terror. That's a pretty powerful slate of removal options for your kitchen table needs. Anything can be bounced; 80% of dorks can be destroyed; all artifacts are targetable for removal. Powerful options here! Good card to kick off this Top Five proper. One three cast left, and it's next!

#4. Sultai Charm

Sultai Charm

Our highest scoring three-cost Cham is this popular color combo at the Commander table. Green's ramp? Blue's counters and card draw? Black's removal? Good stuff ensues! As you can see, you have a Charm that can do...four things not three. You can destroy a monocolored dork, which is most of them. You can destroy an artifact or an enchantment. You can draw two and then discard one for cool card flow and graveyard use and abuse for things like reanimation and madness to care about. Love it loads here!

Top Three Time!

#3. Dawn Charm

Dawn Charm

Ah yes, compare this to the triple-Blue Charm and you can see how easy this mono-colored two drop is to cast. Ease of cost and where they can be played is a key part of my evaluation for my Top Tens, this one included. Dawn Charm is really strong. It can Fog for the turn which is a nice way to stay alive. And then you can regenerate a dork to save it from destruction effects and that's probably one more mana than you'd need for the effect. Finally, you can counter a target spell that targets you. That saves you from things like X spells that target you. It's a good way to play keep away. Great card for answering removal, burn, attacks or so many things looking your way.

#2. Evolution Charm

Evolution Charm

Our second-highest scoring card is this two-drop Charm! This instant does three fun things. The first is a Lay of the Land effect for two mana instead of one (but at instant speed). Then you can Raise Dead a dork! Again, that's a one-mana spell, but doing so at instant speed creates nice synergies. I still remember the time I brought back a Mystic Snake and countered something. Then you can, randomly, Jump a creature for a turn, something people won't expect from your Golgari Commander brew. I also like it with high-powered commanders that need one more hit to kill with Commander Damage but don't have evasion. Don't sleep on the off-color Jump effect, or the rest of this powerful synergy at instant speed. This is our highest scoring mono-colored Charm!

One card left!

#1. Boros Charm

Boros Charm

Ah yes! It's heavily played in Modern, it's heavily played in Commander (there are 67,156 registered over at EDHREC.com) and it's heavily played in other kitchen table formats like Type Four and Five Color. It's the best Charm ever printed! It shoots a player (or a planeswalker they control) for four damage, nice player and 'walker kill and about what you'd expect for two mana instant speed. Normally three mana instant speed is just an expensive Lightning Bolt - but here you get four and can send it to a certain type of permanent. Then you can, for two mana, give everything you control indestructible for the turn. Normally these effects cost three mana, so you save yourself a mana and normally they only save your creatures, but here it saves everything. And then you can give a key dork double strike for the turn and that is the amount you would normally expect to pay (Double Cleave; Critical Hit). With your Commander you can kill with Commander Damage one turn sooner making that a Time Walk there. None of these are losing mana for the flexibility of a Charm. Nice! This power is strong with this one!

There are my Top Ten Charms! What did you think of my list? Anything I missed or that you think is in the wrong order? Just let me know and have an awesome day! Next week we'll look at my Top Ten Cards from New Capenna!

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