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Temur Charm

Temur Charm

{G}{U}{R}
Instant

Choose one —

• Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control.

• Counter target spell unless its controller pays {3}.

• Creatures with power 3 or less can't block this turn.

Illustrated by Mathias Kollros

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#230
RarityUncommon
ReleasedApr 17, 2020
EDHREC rank#7,530

Prices

USD$0.37
EUR€0.21
Rulings (4)
  • If the third mode was chosen, creatures with power 3 or less that enter the battlefield after Temur Charm resolves also can’t block. A creature whose power was 4 or greater when Temur Charm resolved but is 3 or less as the declare blockers step begins also can’t block.

    Sep 20, 2014 · Wizards of the Coast
  • If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.

    Sep 20, 2014 · Wizards of the Coast
  • If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.

    Sep 20, 2014 · Wizards of the Coast
  • You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.

    Sep 20, 2014 · Wizards of the Coast

Printings (2)

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