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CardName: Outsider Charm Cost: {rb}w Type: Instant Pow/Tgh: / Rules Text: Choose one— Outsider Charm does 2 damage to target tapped creature and you gain 2 life; or put target nonbasic land on top of its owner's library if its controller controls more lands than you. Flavour Text: Set/Rarity: Link's Unplaced Cards Uncommon

Outsider Charm
{r/b}{w}
 
 U 
Instant
Choose one— Outsider Charm does 2 damage to target tapped creature and you gain 2 life; or put target nonbasic land on top of its owner's library if its controller controls more lands than you.
Updated on 12 Jul 2013 by Link

History: [-]

2013-07-12 14:42:02: Link created the card Outsider Charm

That first ability is currently mono-white. If it didn't say "attacking" creature then it'd be either {w}{r} or mono-{b}. But I think you're trying to use it as the {w}{b} option, and it's not {w}{b}.

Interestingly, my goal with the cycle is to have both options be something the primary color could theoretically do alone, which is stronger when combined with either of the other two colors. I saw both abilities as things that could be costed {w}{b} or {w}{r}. You're right that the attacking restriction makes it too white, though, I guess.

2013-07-12 21:31:59: Link edited Outsider Charm

Call me old-fashioned, but it's not a charm. It's just a basic modal spell. Charms need 3 abilities, and this ain't it.

I acknowledge your concern over on Elemental Charm.

It's quite plausible that Wizards will at some point print a {w}{b} drain spell (I guess they already did with Death Grasp). I kinda hope they don't - I'd like damage-and-lifegain to stay either {r}{w} or mono-{b} - but I suspect they will eventually. So yeah, I guess the first effect fits your hybrid aim. It's better now it says "tapped" rather than "attacking".

The second... I don't really know. It's got enough riders on it and the odd library location rather than destruction that I don't know quite where in the pie it is.

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