Brokers Charm
The tri-color charm cycle has always been the clearest read on what a wedge or shard actually wants to be doing, and this one lays out Bant's priorities without flinching: not raw tempo, not aggression, but grinding attrition with a board-presence edge. The fight-adjacent mode is the wrinkle that separates it from a plain removal charm, and it is not a fight at all. Rather than dealing a fixed number, it pumps one of your creatures and turns that boosted power into one-way damage against an opposing creature or planeswalker. The target never swings back; your creature is never at risk from the exchange itself. That distinction matters, because it means the effect scales with your board and clears a blocker or chips a walker without the trade a true fight would demand. The enchantment-destruction mode keeps it honest as an answer, and the two-card draw is the fallback that stops it from ever rotting in hand. What binds all three together is instant speed: hold it up and let the game tell you which mode it wants, whether that is picking off a creature at the end of combat, removing an enchantment before its controller leans on it further, or simply refilling when nothing else presses. It is built for the patient player who wants one slot that answers whatever the turn demands, each mode priced as a fair trade so the optionality is the payoff.


