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Pojo's Magic The Gathering Card of the Day

Image from Wizards.com

Dawn Charm
Planar Chaos

Reviewed March 27, 2007

Constructed: 2.64
Casual: 3.08
Limited: 3.08

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

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Card of the Day Reviews 


Dawn Charm

Apparently it's White Counterspell week. This can counter a spell that targets you. What targets you? Nothing but the game-winning burn spell, usually. Only trouble is, most decks nowadays use a hellbent uncounterable Demonfire for that. It can regenerate a creature, effectively "countering" your opponent's kill spell or combat trick. Or it can be a Holy Day, which is too defensive for Constructed but has its uses in Limited. The flexibility is nice, but all three modes are too defensive.

Constructed- 1.5
Casual- 2
Limited- 2.5

KC MetroGnome

3/27/2007 - Dawn Charm

Dawn Charm is probably my favorite in the current Charm cycle. A 2-mana fog is acceptable, although not exciting (and probably won't come up very often except as a saving play against your opponent's alpha strike). Regenerating target creature is nice, particularly in limited where your opponent is more likely to make some blocks if they think they can get a trade for your superior creature. Then you just regenerate. Sweet. That last ability is probably the one that pushes it over the edge. The ability to stop a spell that targets you isn't quite as good as the ability to stop a spell that hits one of your permanents, but this will still stop a lot of spells that might try to rain on your parade.

Constructed - 3+
Casual - 4
Limited - 4

-David N

Dawn Charm

Once again a charm. Charms once again have 3 viable options. The first being a fog/holy day for 2, regen, and a counterspell all built into one. Once again this card might get some play with the yesterday's card with this mix up in the color wheel placing these normally blue affects into white. I like the first ability the best. In a highly aggro white weenie or boros wins deck you usually leave yourself defenseless. With this card you can swing and not worry about a counterswing back.

Constructed: 2
Casual: 3
Limited: 3
David Fanany Dawn Charm

I quite like modal spells, as they're much less likely to be dead cards. I would try out Dawn Charm in W/x control as a superior version of Holy Day (as life equals time for decks like that), though right now the better use might be to save yourself from Persecute. In casual play, Dawn Charm's problem is the sheer number of other cards that do similar things, though its versatility is undoubtedly an advantage in the land without sideboards. I think this is also one of the better tricks you can get in limited play, as all three of the effects will probably be relevant at some point. Anything that improves your creatures' survivabiity or stops a massive Conflagrate (yes, this stops the whole thing as long as you are one of the targets!) is worth a second look.

Constructed: 2/5
Casual: 3/5
Limited: 3/5
PsychoAnime Another charm!

Holy Day, Death Ward and an 1 spell Ivory Mask. I think just the Holy Day is
enough to warrant this card's use, saving yourself from a combo or and alpha
strike or at least forcing your opponent to play around it. The regeneration
is just icing on the cake. This is definitely sidedeck-able if not maindecked.

Constructed: 3.5/5
Casual: 3.5/5, people like swinging with many creatures
Limited: 3/5

Dawn Charm

Constructed: White decks will like this card most likely as a dual answer to aggro decks or to Disintegrates (though still useless against hellbent Demonfires which are still in standard for another 7 months) or Persecutes. Can probably find a home in both white weenie or white control builds (the control builds will like this as a way to regenerate any finishers if need be). All in all a versatile card for constructed but still unknown as to how necessary this card is.

Casual/Multi: Fog effects are always fun to screw with your opponents all out swing to eliminate a player, and you can get the most use out of it by letting all your opponents exhaust their tricks and pump spells before playing it and seeing the look on their faces. Regenerate is a bit more relevant here as there is more creature removal flying around in Multiplayer games, as well as the fact that the variant board sweepers tend to allow Regeneration. And finally the limited version counter can protect you from fireballs, consume spirits, or other non creature based finishers used by the control or combo players at the table.

Limited: Fog is one of those things that your opponent’s should be counting on, but almost never see coming. Give your opponent a small opening and let them swing all out with their forces in what they think is the last push needed to win the game, then flash the fog, and kill them on your return swing. The counter will probably see less play as there are less devastating spells that target players in the format (more small annoyances like Wistful Thinking), and Regenerate can ensure that your bomb rare won’t go away to the first sign of removal. Good card, but keeping you alive doesn’t win games on its own.

Constructed: 3.5
Casual: 4
Limited: 3
Dawn Charm:

Another charm. Most of the charms are playable to some extent, mainly due to their versatility. Let's break this one down:
1) Prevent combat damage. This one isn't the greatest, but, hey, if your opponent decides to alpha strike you, and you both have a built up board.... you can counter attack next turn, usually for the win. I would not try this in constructed, seems more like something you'd do in limited.

2) Regenerate target creature. Much like yesterday's card, this is a 1:1 trade to keep one of your guys alive. I wouldn't suggest running it for this, except, once again, maybe in limited.

3) Counter target spell that targets you. Well, this is an out against persecute. Think guilded light, but only stops one thing hitting you, so no stopping a big storm turn.

Constructed: 2/5
Casual: 2/5
Limited: 3/5
Aethereal Another charm. This time you can choose between fog, regeneration, and a very limited counterspell for 1 mana. The worst ability here is obviously the regeneration, as there are cheaper and much better ways to regenerate your guys. Fog is nice, and 2 mana is acceptable for it. The counterspell part might be the most useful, as you can hit something like an un-hellbent Demonfire that would win the game or come very close to it. I don't see this getting a home anywhere, however. I'd rather play Mana Tithe for the counterspell effect.

In casual, maybe in a budget white deck.

In limited, it's a bit better. Fog is excellent, and you could even find a use for the regenerate ability.

Constructed - 2
Casual - 2.5
Limited - 3

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