![]() ![]() The only three-colour charm to see reasonably competitive modern play, and that’s being generous as Jund Charm is a very occasional one-of in either Living End or Jund midrange sideboards. Ranked in order of modern playability, they are as follows: Despite the lapse in time between the two printings, the power level of the cycle is fairly even between wedges and shards - which in this case means that virtually none of the see play and only a handful have modern potential. The ten three-colour charms were split between Shards of Alara and Khans of Tarkir. For a format that demands cheap, efficient, versatile cards the charms - 3, 2, or 1 mana instants with three possible effects - seem like prime candidates for modern play - yet only a few of the 26 modern-legal charms see anything resembling regular modern play. At the same time, the wide range of threats in modern also means versatility is valuable - a card like Abrupt Decay is good because it interacts with fast decks, fair decks, and combo decks. The ever-present threat of a turn 4 kill keeps spells clustered around 1 and 2 mana, and the need to interact with (or race) fast and unfair decks means even the modern brew will usually lean on cards like Thoughtseize to keep itself in the game long enough to do something cute. ![]() ![]() There are a lot of ostensibly powerful cards that don’t see play in modern because they are just a shade too slow or too conditional. ![]()
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