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CardName: Control Charm Cost: u{u/b} Type: Sorcery Pow/Tgh: / Rules Text: Choose one— • Draw a card. • Tap or untap target creature. • Target creature gets +1/+0 and is unblockable until end of turn. Flavour Text: Set/Rarity: Community Set: Xikera Uncommon

Control Charm
{u}{u/b}
 
 U 
Sorcery
Choose one—
• Draw a card.
• Tap or untap target creature.
• Target creature gets +1/+0 and is unblockable until end of turn.
Illus. Daarken
Updated on 03 Apr 2017 by Samuel

Code: UZ01

History: [-]

2015-02-05 03:12:01: Samuel created the card Control Charm
2015-02-07 02:32:07: Samuel edited Control Charm

Wow. This would be a marginal card as a one-mana common instant. (Cf Niveous Wisps, Mizzium Skin, Vines of Vastwood.) As a two-mana uncommon sorcery, it's really bad.

I was unsure, I thought as a rule the abilities on a card with multiple choices were always worse than on a one-ability card.

2015-02-08 00:56:05: Samuel edited Control Charm

Edit: Draw ability now draws two, tap ability allows you to tap your own creatures for manipulate combo decks, and hexproof ability adds a toughness boost. Too powerful or good? Still a little unsure on power of cards in general, I really appreciate the help you guys are giving me on my first set.

Should only draw 1 card, otherwise it beats Divination which is already fine. Other than that this seems good. You're correct that modal spells lose some power to make up for flexibility.

Oh, I just realized this is a sorcery. Granting hexproof on a sorcery is pretty pointless, and tapping or +0/+1 aren't much better.

2015-02-08 02:13:56: Samuel edited Control Charm

What purpose does it really serve for this to cost {u}{u/b} instead of {1}{u}? Why don't you just go full hybrid since hybrids charms haven't been done yet?

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