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Moxonomy

Fever Charm

InstantRed mana

Onslaught built five of these single-color charms, each splicing two flexible modes onto a third that punishes the set's flagship tribe, and the red one is where the seam shows most starkly. Haste and a +2/+0 pump are genuinely useful in any aggressive red deck: the first lets a freshly cast threat swing the turn it lands, the second pushes a critical point of damage or trades up in combat. The third mode, three damage to a Wizard creature, is the tribal hate-card hidden inside a combat trick, a deliberate hedge against an Onslaught block where Wizards were a defined and supported archetype. That last line is the design tension on display: a removal clause so narrow it does nothing against the vast majority of creatures, bundled with two modes that always have a target. The modal structure means the dead third option costs you nothing, since you simply pick one of the live ones, but it also means a third of the card's printed text is essentially flavor outside a metagame that no longer exists. As a piece of charm-cycle design it is a study in how Wizards used the modal frame to smuggle conditional answers into otherwise unconditional spells, letting a one-mana red instant be both a generically reasonable tempo card and a sideboard-grade tool against one specific tribe, depending entirely on what was across the table.

Fever Charm (ons)
ONS · #202common
Pricing
Normal: $0.09
Foil: $0.60
Oracle Text

Rules text

Choose one — • Target creature gains haste until end of turn. • Target creature gets +2/+0 until end of turn. • Fever Charm deals 3 damage to target Wizard creature.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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