| Name | Charm |
|---|---|
| Type | Spell |
| Description | Move an enemy unit. |
| Artist | Kudos Productions |
| Set | Origins #43 |
| Wallpaper | |
| Image |
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| Name | Charm |
|---|---|
| Type | Spell |
| Description | Move an enemy unit. |
| Artist | Kudos Productions |
| Set | Origins #43 |
| Wallpaper | |
| Image |
Tierlist
No Rank
Grade it yourself
Charm, Spell, designed by Kudos Productions first released in Mar, 2026 in the set Origins.
Charm would fit best in a tempo or control deck that benefits from repositioning enemy units—either to pull key threats out of formation, push them into unfavorable trades, trigger traps, or break synergies that rely on adjacency or positioning. Decks built around board manipulation, hazard tiles, or combo setups would especially value a 1-cost spell like this because of its flexibility and low opportunity cost. However, if the card pool includes more impactful displacement tools (such as spells that both move and debuff, deal damage, or fully remove a unit), those would generally be stronger picks, since pure movement without added value can be low impact unless the meta heavily rewards positioning. Charm should see play if positioning is strategically important in the current environment or if cheap spells are needed to enable combos, but in a high-power meta with efficient removal options, it may struggle to justify a slot over more versatile control cards.
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