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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

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Simic Charm
- Gatecrash

Reviewed January 25, 2013

Constructed: 3.63
Casual: 3.83
Limited: 4.19
Multiplayer: 3.50

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 


Simic Charm

I think of all the Charms, Simic does the best job at demonstrating what the Simic guild is all about-- enhancign and protecting its creatures. The Simic is very much a creature-based guild, and its spells serve to back up its creatures. My only concern is that the Simic has always been a bit slow considering how combat-based it is. It can't muster the true aggro of the Boros or Gruul, and its creature focus means it can't make up for its lack of speed with superior control like the Azorius or Dimir. The Selesnya have this same problem, I've noticed, but they at least have enough life gain and token generation to survive long enough to overwhelm an opponent. The Simic rely not on swarms, but on a few highly augmented creatures, and are thus more succeptible to kill spells.
Simic Charm can strengthen, shield, or if need be recall one of your creatures. It can also banish a problematic creature on the other side of the field, and when you're winning through creatures, all the opponents' creatures are problematic. My only concern with this card is that it'll be the best card in the deck it's in-- because it's not good enough to be your best card.

Constructed- 3.5
Casual- 3
Limited- 3.75
Multiplayer- 3

David Fanany

Player since 1995

Simic Charm
The first thing I thought of when I saw Simic Charm was that all three of its modes can be used to save your creatures from your opponent, in uniquely green and blue ways. If one doesn't work, the next should, and if none of them do, you've got bigger problems anyway. I almost feel bad about saying something as obvious as that, considering that charms are supposed to be versatile spells, but this is arguably among the most straightforward of their number, which is funny considering that Simic is so focused on intricacy and synergy. Even if if only enables a second age of Quirion Dryad (remember her?), it'll have done its job as far as I'm concerned.
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Simic Charm which costs one Green and one Blue for one of three effects.  The first is Giant Growth for an added Blue mana which is still reasonable and quite playable when attached to two other options.  The second gives all of your permanents Hexproof until end of turn which doesn't help against mass removal, but anything targeted will be avoided which is enough value.  The last effect is Unsummon with an added Green mana which again is very useful both offensively and defensively.  Overall this is a very solid card with three popular effects at a reasonable cost which means it will see play in many decks using Blue and Green.
In Limited all three effects are extremely useful and this is a clear second or third pick in Booster and automatic inclusion for Simic builds in Sealed.  Even a splash of one color to add this is well worth it as any aspect of the card can have a major impact on a game.
Constructed: 4.5
Casual: 4.5
Limited 4.5
Multiplayer: 4.5


Simic Charm
       Welcome to the Pojo.com card of the day section. This week we were looking at the Charms coming out in Gatecrash. We close out this week looking at the Simic Charm. Simic Charm is an uncommon instant that costs one green and one blue mana. Simic Charm's three abilities are: Target creature gets +3/+3 until end of turn; or Permanents you control gain Hexproof until end of turn; or Return target creature to it's owner's hand. 

    The Simic Charm is definitely a main deck card, and rightfully so. In my opinion it is practically tied in usefulness with the Boros Charm as best from the set. The three abilities are useful in all situations. That means this card can go in any deck using these colors, and have an impact in any scenario. A Giant Growth for some added damage, Hexproof your creatures if things are looking bad, or bounce a creature. Each of these options are straight solid, and the Simic Charm will see serious play time. 
Limited: 5/5
Constructed: 5/5
Casual: 5/5
Multiplayer: 3/5

Host, The Gamer's Dome

SImic Charm
This week ends with one of the best all-purpose charms I have seen in a while.  All 3 of the abilities are extremely good and versatile.  While none of the three are super gamebreaking, you will almost always draw this card and be happy it's in your hand waiting for the right opportunity to use the right ability.  This is probably pick 3-5 in draft, maybe as high as 2 depending on the rest of the pack.  If you're playing Simic, this will make the cut.   In constructed I don't see it being as good, but in the right metagame this could be something that appears in a lot of decks.  Having 3 very useful abilities stacked on one card, even if none of them alone are that great for the 2 mana cost, can allow it to find it's way into decks based on versatility alone.
Constructed: 3.5
Limited: 4.5

Episode 3 of "The Gamer's Dome" is now up!  We talk Gatecrash previews and a whole lot more!  Check out our Facebook page at https://www.facebook.com/TheGamersDome and subscribe to the podcast on iTunes at http://tinyurl.com/thegamersdome

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