Card

Temur Charm

Instant


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.


  Khans of Tarkir (KTK)
#208, Uncommon

Illustrated by: Mathias Kollros
Multiverse ID: 386695

Rulings

  • 2014-09-20
    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.
  • 2014-09-20
    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.
  • 2014-09-20
    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.
  • 2014-09-20
    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.
PRINTS USD EUR Tix
$0.25 €0.11
$0.25 €0.13 0.03
USD Non-foil
USD Foil
EUR Non-foil
EUR Foil