I would mainboard Azorius Charm , Obzedat, Ghost Council , Divination , and Last Breath Plus one though
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December 11, 2013 8:30 a.m.
And the reason for not running a playset of Azorius Charm in the mainboard issss ......
I'll wait.
January 8, 2014 3:56 a.m.
Azorius charm becomes pointless once there are dimir charms. you only pick one not both. Dimir charm does the job better than Azorius charm in the current meta. I've tried both. Azorius charm just gets taken out against other control decks, and against aggro decks I'd much rather kill a creature than put it on top and have to deal with it again. Against midrange decks, Azorius charm is most likely going to just be a cycle, as the green decks will bring in pro blue creatures (ex. mistcutter hydra). Point is, Azorius charm is very narrow in this current meta.
January 8, 2014 11:39 p.m.
HelixSnapHelix says... #7
I actually agree. I like to see more decks not using Azorius Charm.
January 9, 2014 8:46 p.m.
I really like Dimir Charm , and I agree it fits better in this build than Azorius Charm . But I think 4 might be too many. You might try splitting the charm and Dissolve at 3 each. Other than that, I like the deck. +1!
January 17, 2014 9:14 p.m.
Also, if you're running in to a lot of creature heavy aggro decks, Far / Away would be a good card for the sideboard.
January 17, 2014 9:20 p.m.
notamardybum says... #10
How has Dimir Charm done for you over Azorius Charm
March 5, 2014 4:17 p.m.
Dimir Charm has done wonders due to actually answering a problem rather than delaying it. Especially things like mutavault. Also, don't overlook the ability to dig through your deck for cards, it has saved quite a few games, also when your opponent misses a land drop, you can always make sure they miss the next land drop too. It's great for keeping and gaining advantage. Azorius charm on the other hand ends up being a cycle 99% of the time, which isn't too helpful.
HelixSnapHelix says... #1
I'd switch the count of Doom Blade s and Far / Away s.
October 29, 2013 3:23 a.m.