Temur Charm

Market price
- Near Mint
- $1.16
- Lightly Played
- $0.68
- Moderately Played
- $0.71
- Heavily Played
- $0.75
- Near Mint
- $1.16
- Lightly Played
- $0.68
- Moderately Played
- $0.71
- Heavily Played
- $0.75
Buy
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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 .
• Creatures with power 3 or less can't block this turn.
Illustrated by Mathias Kollros
Rulings (4)
Sep 20, 2014
If 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.
Sep 20, 2014
If 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.
Sep 20, 2014
If 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.
Sep 20, 2014
You can't cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don't control.



