Charm

Charms are a special type of action that exists beyond the initial stack resolve. It is considered Enduring due to this nature of not leaving the Arena on resolution. Unlike Impulses and Strikes, they can range from a temporary effect limited by spell erosion to a permanent duration. This action type can be affected, however, both before and after resolution. This makes it a prime medium for utility magic, and a much poorer one for damage.

Charms are most frequently found in decks focused on utility, because of their lingering effect on the game. Similar to almost all other Enduring actions, there are limitations set on most charms to make sure their impact on the game is temporary. The keyword Erode is specifically written to highlight this fact, severely limiting the number of turns an action persists to the number to the right of the keyword. This may seem frustrating at first, but this also means there can be trade-offs in playing costs as well as power that effect longevity on the field.