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Instant · KTK #208 · uncommon
Temur Charm
$0.24

versions · 2 printings
format pulse
- standard not legal
- pioneer legal
- modern legal
- legacy legal
- vintage legal
- commander legal
- pauper not legal
EDHREC #7181
price · last 90 days
collecting price history — 0 points so far
prices are estimates, never offers · buy links may earn affiliate commission — your price never changes · source: nightly catalog snapshots
runs well with
all versions
every printing — same card, different shelf price · click one to view it
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.
rulings
- 2014-09-20If 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.
- 2014-09-20If 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.
- 2014-09-20If 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.
- 2014-09-20You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.