Temur Charm (Khans of Tarkir #208)

Temur Charm {G}{U}{R}

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 {3}.

• Creatures with power 3 or less can’t block this turn.

Watermark: Temur

Illustrated by Mathias Kollros

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Temur Charm:
  • 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. (2014-09-20)