Creatures you control gain lifelink until end of turn; or draw a card; or put target attacking or blocking creature on top of its owner's library.
Destroy target artifact; or put target creature on the bottom of its owner's library; or counter target instant spell.
Destroy target Wall; or **** Charm deals 1 damage to target creature; or target creature gains haste until end of turn.
Return target permanent to its owner's hand; or destroy target nonblack creature, and it can't be regenerated; or destroy target artifact.
Return target creature card from your graveyard to your hand; or **** Charm deals 3 damage to target creature or player; or target creature gets +3/+3 until end of turn.
Prevent all combat damage that would be dealt this turn; or regenerate target creature; or counter target spell that targets you.
You gain 5 life; or counter target spell; or target creature gets -2/-2 until end of turn.
Target opponent loses 1 life and you gain 1 life; or exile up to three target cards from a single graveyard; or target creature gains fear until end of turn.
Untap target permanent; or destroy target non-Aura enchantment; or target creature loses flying until end of turn.
Destroy target enchantment; or draw two cards; or target player discards two cards.
Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library; or return target creature card from your graveyard to your hand.
Target creature gains haste until end of turn; or target creature gets +2/+0 until end of turn; or *** Charm deals 3 damage to target Wizard creature.
Target player discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.
Destroy target artifact; or target creature gets +1/+1 and gains trample until end of turn; or remove two time counters from target permanent or suspended card.
All creatures get -1/-1 until end of turn; or destroy target enchantment; or regenerate each creature you control.
Return target permanent to its owner's hand; or target creature gets -4/-4 until end of turn; or creatures you control get +2/+0 until end of turn.
Destroy target artifact creature; or attacking creatures get +1/+0 until end of turn; or target creature with power 2 or less is unblockable this turn.
Target creature gains first strike until end of turn; or target player gains 2 life; or destroy target Aura.
All creatures get -2/-0 until end of turn; or tap target creature; or prevent the next 1 damage that would be dealt to target creature or player this turn.
Counter target noncreature spell unless its controller pays ; or **** Charm deals 2 damage to target creature; or draw two cards, then discard two cards.
Exile all cards from target player's graveyard; or **** Charm deals 2 damage to each creature; or put two +1/+1 counters on target creature.
**** Charm deals 1 damage to target creature and you gain 1 life; or target creature gains first strike until end of turn; or tap target creature.
Destroy target Cleric; or return target Cleric card from your graveyard to your hand; or target player loses 2 life.
**** Charm deals 3 damage to target creature; or return target card from a graveyard to its owner's hand; or tap all creatures target player controls.
Destroy target Aura attached to a creature; or target Soldier creature gets +2/+2 until end of turn; or creatures you control gain vigilance until end of turn.
Target creature gains islandwalk until end of turn; or target creature gets +2/-1 until end of turn; or target player discards a card.
Exile all cards from target player's graveyard; or destroy target artifact; or each creature deals 1 damage to its controller.
Destroy target nonbasic land; or put three 1/1 green Saproling creature tokens onto the battlefield; or prevent all damage a source of your choice would deal this turn.
Target player draws a card at the beginning of the next turn's upkeep; or target creature gains flying until end of turn; or target creature an opponent controls phases out.
Return target Aura attached to a creature to its owner's hand; or regenerate target green creature; or target creature gains trample until end of turn.
Target creature gets +2/+2 and gains trample until end of turn; or exile target creature with power 5 or greater; or put a 2/2 white Knight creature token with vigilance onto the B
Destroy target enchantment; or exile target attacking creature; or draw a card, then discard a card.
Target creature gains flying until end of turn; or target creature becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then p
Target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes t
Put a 1/1 green Insect creature token onto the battlefield; or target creature gets +1/+1 and gains trample until end of turn; or regenerate target Beast.
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There have been 7 seperate MTG charm cycles. Can you name the charm based on its text? *Please Note: Some of the cards' text is too long to fit in the text box*
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