Boros Charm
The price is two mana, and the third mode is the one that turned this from a tidy aggressive charm into a combo piece. Four damage to the face is the headline rate; the indestructible mode is a clean answer to a board wipe at instant speed; but double strike on a creature is the line that gives the card its real ceiling, because it converts any sufficiently large attacker into a kill. Pair it with a creature already pushing into double-digit power, swing, and the math closes the game from a board state that looked stable a moment earlier. What holds all three modes together is a shared window: each wants to fire in combat or in response to removal, and each rewards a player who is already ahead on board and looking to convert tempo into lethal. Charms have always traded raw efficiency for flexibility, asking you to leave one mode unused most of the time, but the indestructible clause is unusual in that it protects your whole side rather than a single permanent, turning a sweeper from a reset into a blank rather than patching a single creature. The damage cannot hit creatures, only players and planeswalkers, which keeps it honest as a finisher rather than a removal spell: it is built to end races, not to win them through attrition.

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Rules text
Format Status
More formatsFewer formats
Other printings
- Foundations#721
- Outlaws of Thunder Junction Commander#216
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- New Capenna Commander#332
- Commander 2021#210
- Magic Online Promos#86142
- Commander Legends#442
- Commander Legends#687













