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Temur Charm

Temur Charm

Instant

uncommon

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

$0.20 ✦ $1.12View on Scryfall →

Semantic Tags

Cascadevector

A keyword ability that may let a player cast a random extra spell for no cost. See rule 702.85, “Cascade.”

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

Counterspellmechanical

Prevents a spell or ability from resolving.

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Removalmechanical

Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.

Slows opponents down by taxing actions or restricting what they can do.

Slows opponents down by taxing actions or restricting what they can do.

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Commander 2020#230uncommon···
Khans of Tarkir#208uncommon···

Related Concepts

Fight

When two creatures fight, each deals damage equal to its power to the other. See rule 701.14, “Fight.”

Related Rules

702.85

Cascade

701.14

Fight

701.14a

A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.

701.14b

If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.

702.85a

Cascade is a triggered ability that functions only while the spell with cascade is on the stack. “Cascade” means “When you cast this spell, exile cards from the top of your library until you exile a nonland card whose mana value is less than this spell’s mana value. You may cast that card without paying its mana cost if the resulting spell’s mana value is less than this spell’s mana value. Then put all cards exiled this way that weren’t cast on the bottom of your library in a random order.”

702.85b

If an effect allows a player to take an action with one or more of the exiled cards “as you cascade,” the player may take that action after they have finished exiling cards due to the cascade ability. This action is taken before choosing whether to cast the last exiled card or, if no appropriate card was exiled, before putting the exiled cards on the bottom of their library in a random order.

702.85c

If a spell has multiple instances of cascade, each triggers separately.

Rulings

2014-09-20

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.

2014-09-20

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.

2014-09-20

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.

2014-09-20

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.