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CardName: Horde Charm Cost: 1{WG}{GR}{RW} Type: Sorcery Pow/Tgh: / Rules Text: Choose one -- creatures you control get +2/+2 until end of turn; or lands you control become 3/3 elemental creatures until end of turn; or creatures you control gain double strike until end of turn. Flavour Text: Set/Rarity: Multiverse Design Challenge None

Horde Charm
{1}{w/g}{g/r}{r/w}
 
Sorcery
Choose one — creatures you control get +2/+2 until end of turn; or lands you control become 3/3 elemental creatures until end of turn; or creatures you control gain double strike until end of turn.
Created on 04 Jul 2014 by Jack V

History: [-]

2014-07-04 22:28:56: Jack V created and commented on the card Horde Charm

For Challenge # 106

This is a bit of a stretch! But it fits the challenge, just. In a Ravnica where guilds have started forming complex alliances, roving bands of gruul tribesbeings, boros deserters and selesnya beasts are known as the horde. Here is their charm :)

So that's a {g/w} pump effect, a {r/g} land animation, and {r/w} mass double strike? Looks pretty cool. My feeling is the (gw) effect is slightly weaker than the others, but it can't go bigger while remaining reasonably white, so... yep, looks good :)

Yeah, I think the WG effect is much better at +2/+2, although I could still tweak the other effects to be stronger or weaker to match.

I'm really unsure how strong these effects are, actually, I couldn't find many spells with those effects alone for comparison.

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How much damage does this card deal? Searing Wind
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