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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!


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Gruul Charm
- Gatecrash

Reviewed January 23, 2013

Constructed: 3.70
Casual: 3.88
Limited: 3.62
Multiplayer: 3.50

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Gruul Charm

Creatures with flying take 3 damage, or creatures without it can't block for a turn. It's better to not have flying when this card is in the equation! You can also reappropriate anything that's been stolen from you, but that doesn't come up much. Mostly this card works in Gruul aggro (is there any other kind?) to either clear a path for an aplha strike or take out the flying creatures that Gruul struggles to cope with. A card perfectly suited for the guild that best uses it.
In Multiplayer it finds a bit of extra utility. Not only does more players mean more creatures that may or may not fly, but by playing this during another player's combat, you could disable everyone else's ability to block in addition to your own, allowing one opponent to get an attack in on another opponent... or yourself.

Constructed- 4
Casual- 3.5
Limited- 3.75
Multiplayer- 4

David Fanany

Player since 1995

Gruul Charm
 
Those who remember the original Ravnica block are probably surprised right now that the Gruul's unique charm is one of the seemingly less-aggressive ones in this set. The "new" Gruul seems to have sacrificed some of its raw aggression for a degree of subtlety - of all things - which is good news for fans of red and green decks and bad news for any people who think that blue should be the one color to rule them all in constructed. Directly attacking three of the things that are often used against aggressive decks of this color combination is good. Doing it on one card, thereby saving space for more Volcanic Geysers and Skarrg Goliaths than a pair of opponents can counter between them, is nothing short of amazing.
 
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Gruul Charm which costs one Red and one Green for one of three effects.  The first prevents creatures without Flying from blocking that turn which is by far the most likely to be used option as both Red and Green can deliver powerful alpha strikes.  The second one of gaining control of all permanents you own is extremely situational and outside of a truly specialized metagame doesn't even warrant sidedecking for this purpose.  The third deals three damage to each creature with Flying which supports the first effect meaning it is often useful to the same deck and a solid sidedeck choice against aerial builds.  Overall two of the options are quite solid and provide a Gruul deck with a strong offensive threat, particularly against the normally problematic Flying themes.
 
In Limited this is a card that really functions about the same as in Constructed with the potential of being mass removal or opening a game winning attack.  Multiple copies are very beneficial and even two can make even a fairly weak pool a serious threat.  An easy second or third pick in Booster and automatic inclusion for Sealed, probably worth splashing into other Green or Red guilds as well.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

John
Shultis
Phoenix
Gaming

      Welcome to Charm week here at Pojo.com's Card of the Day section! We continue by looking at the Gruul Charm from Gatecrash. Gruul Charm is an uncommon instant that costs one green and one red mana. Gruul Charms the abilities to choose from are: Creatures without flying cannot block this turn; or Gain control of all permanents you own; or Deal three damage to each creature with flying. 

    The Gruul Charm is in no way a Boros Charm. The Gruul Charm seems to me more like you'd be running it almost always for it's first effect and not so much the other two. It may even be more or less a sideboard option for those games when you find your opponent doesn't rely on air forces, or plays control, or uses exclusively fliers. 

     Outside of that, if matched up against something favorable for the abilities, it could be devastating. There aren't a ton of gain control of decks out there, so the second ability seems the weakest. However, as I said, the first is the most important, and works well with the third ability should the first actually be ineffective. 

      What I mean by all of that is this. If your opponent isn't playing a lot of fliers, it means you will be able to get a large scale attack through, and probably Bloodrush some heavy damage. If they are playing a lot of fliers, then the 3 damage is likely to clear down a sizeable portion of their field. Meaning that the two abilities heavy compensate the other. 

     As I said, I'm not a huge fan of the second ability, but the complimented way the first and third work makes this a decent card in the end.  

Limited: 3/5
Constructed: 4/5
Casual: 4/5
Multiplayer 2/5

Scott
Scott
Gerhardt
Host, The Gamer's Dome

Gruul Charm
 
Due to some technical difficulties, starting my week out on Wednesday here.  First of all, I have always loved charms, even bad ones.  I love versatility, so being able to do one of three things is always awesome.  Speaking of bad ones, though, we have Gruul Charm.  This is at best a sideboard card in constructed, and I don't even see it seeing much play there unless the metagame really calls for it.  In limited I'd play it for the versatility, but it's a late draft pick and could easily get cut if you have a good card pool.  None of the abilities just really do enough to be game breaking.  Situational, yes, but I think more often than not you'll draw it and wish it was something else.
 
Constructed: 2
Limited: 3
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