Esper Charm


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shards of Alara (ALA) Uncommon

Combos Browse all

Esper Charm


Choose one Destroy target enchantment; or draw two cards; or target player discards two cards.

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Esper Charm Discussion

Flyheight on Ramos's And His Amazing Technicolor Dreamcoat

5 days ago

First pass at cuts.

Creatures (42):

Ankle Shanker, Baleful Strix, Bloodbraid Elf, Cromat, Daxos of Meletis, Dimir Doppelganger, Edric, Spymaster of Trest, Enigma Sphinx, Etherium-Horn Sorcerer, Giltspire Avenger, Harmonic Sliver, Jenara, Asura of War, Juniper Order Ranger, Knight of New Alara, Kresh the Bloodbraided, Lightning Angel, Madrush Cyclops, Magister Sphinx, Mantis Rider, Master Biomancer, Mystic Snake, O-Kagachi, Vengeful Kami, Oloro, Ageless Ascetic, Pharika's Mender, Progenitor Mimic, Progenitus, Qasali Pridemage, Rubinia Soulsinger, Ruhan of the Fomori, Samut, Voice of Dissent, Shadowmage Infiltrator, Sharuum the Hegemon, Solemn Simulacrum, Stoic Angel, Surrak Dragonclaw, The Mimeoplasm, Thraximundar, Transguild Courier, Vulturous Zombie, Wall of Denial, Wasitora, Nekoru Queen, Witch-Maw Nephilim

Non-Creatures: (39)

Ajani, Mentor of Heroes, Bant Charm, Behemoth Sledge, Catch / Release, Citanul Flute, Counterflux, Crackling Doom, Crime/Punishment, Crosis's Charm, Cruel Ultimatum, Darksteel Ingot, Dreadbore, Dromar's Charm, Erratic Portal, Esper Charm, Expedition Map, Fellwar Stone, Fist of Suns, Flying Crane Technique, Fractured Identity, Ghirapur Orrery, Golgari Charm, Helm of Awakening, Hindering Light, Hunting Grounds, Mortify, Obzedat's Aid, Panharmonicon, Plasm Capture, Prophetic Bolt, Psychic Strike, Rakdos Charm, Render Silent, Signal the Clans, Spinal Embrace, Terminate, Unscythe, Killer of Kings, Utter End, Voidslime

This leaves you with 114 cards. Though I didn't really consider curve when I made these cuts so I don't know what will happen to that. Regardless, this would be my first pass at cuts.

Austin_Smith_of_Cards on Ramos, Cascade Engine

1 week ago

Really cool list! Building a very similar list myself, but with Maze's End as an alt-wincon since I don't have any shocklands to spare. Here are my suggestions given my limited playtesting:

Bloom Tender, while a little expensive, is absolutely incredible in 5-color EDH. Taps for 3-5 colors of mana at a time in my experience.

Rashmi, Eternities Crafter technically doesn't give your first spell each turn cascade, but is close enough to make it worth it. At worst, you draw an extra card each turn if you're playing stuff at instant-speed.

How often are you able to cascade? Only five cards in your deck actually have or grant the ability. I'd add a few more spells just to let it happen more often. The ones that work best for me that I'd recommend are Bloodbraid Elf, Bituminous Blast, and Deny Reality.

I'd also stock up on more charms, especially the tricolored ones. With cascade, you never know what you're going to hit, so having lots of flexibility is really helpful. The consistently useful ones I'd say are Abzan Charm, Esper Charm, Naya Charm, and Sultai Charm.

If you've got any recommendations for me, my decklist is here: Taste the Rainbow, M'Fer - Ramos Cascade EDH

cplvela0811 on Stubborn Souls

1 week ago


Thank you. Truly. You know what...I have been wanting to do that. I am going to remove the 2x Cryptic Command, for 2x Esper Charm. I will let you know how it feels and the match updates. So far - this deck has been a house. I have also used Sorin, Solemn Visitor in lieu of Cryptic Command. The ability to get off an ultimate in 2 turns, and rack up some life was pretty sweet.

I too like Geist of Saint Traft, but I personally feel that Spell Queller is the real deal. I like it mostly because it forces control to tap on their turn - paired with nearly all instants and flash creatures.

To answer your question regarding the delve spells - no, 6 is not too much. In fact, I have considered ways to incorporate Logic Knot. I primarily play , so this deck gave me the freedom to not worry about my grave as much (Tarmogoyf based decks). The main reason behind 6 delve spells is that I want to be sure that I have them, for my Turn 2 play. On Turn 2 I either drop a Gurmag Angler and or a Tasigur, the Golden Fang - Tasigur allows a mana to be left open for Stubborn Denial/bluff and or whatever else like a Fatal Push. Playing 12 draw/replacement spells (Mishra's Bauble, Thought Scour, and Serum Visions) creates for a strategy that reliably allows for a successful lowed land count. Honestly - on paper one would assume that so many draw spells create an over saturation of the deck and not enough "power" slots, but in theory the more we fetch and draw cards - the more we slim the decks fat and get into the core of the deck. I also must add that when you use Thought Scour and put a Lingering Souls into the graveyard - it feels like cheating.

Once again my friend, thank you.

ej133 on Stubborn Souls

1 week ago

Loved everything you're doing here.

I'd strongly recommend some Esper Charm. I play a eerily similar thing in Mid-esper-range (check it, if you like), and fuck, this card is bonkers. But I'm super gay for Geist of Saint Traft, so my list goes in a different direction.

Also, aren't 6 delve-cards too much? I know you're running 10 fetchlands and 4-of Thought Scour // Mishra's Bauble, but these guys take up a lot from the deck, right?

Anyhow, this is super awesome. Abso-fucking-lutely amazing.

solarbeam on Esper Pact

1 week ago

Hey AvacynUnleashed, thank you! I have not. Theros gods don't really show up often enough to consider it. I understand why you run it though, but consider Esper Charm, a couple more copies of Anguished Unmaking, or even Mortify instead. Deicide is far too narrow in my opinion, all the other spells allow you far more flexibility.

thegigibeast on [List - Multiplayer] EDH Generals by Tier

2 weeks ago

Ohthenoises could it be any charm? In the deck, I would play either Jund Charm -> Ritual for 10, Jeskai Charm -> kill everyone, Esper Charm -> draw deck and win, Darigaaz's Charm -> kill everyone and win, Abzan Charm -> Ritual for 10

I mean, they are the best charms for the deck, and would loop with Reborn Hope, and some would even let you win on the spot. I would even think about cutting the ones that can't win, reducing the amount of dead cards in the deck.

TreyV on Death's Bitter Sting

2 weeks ago

Hmm, without snappy I would swap in one more Esper Charm, one more land, an Orzhov Charm or two, and maybe a spell that bounces permanents back to the hand. You'll be desperate to get the Bitterblossom off the table at some point, so the Esper. And 19 land is tight when really you need two to cast most everything; you'll get one then wait for the second.

Dumpstergod on

2 weeks ago

Quicksilver Fountain+Oboro, Palace in the Clouds is a meme. You'd also probably be better off with less fast lands and more fetches or manlands, I'd take a look at that manabase. If you're running maindeck Surgical Extraction, I would look at more/different discard. Inquisition is good but Thoughtseize is wider (also $). A budget/flex card you could try out is Esper Charm. I would probably drop Fumigate and swap your removal for Fatal Push and/or Path to Exile. It does get in the way when playing Chalice of the Void on 1 but maybe you could tune your sideboard a bit for that. Obviously Snapcaster Mage is good but $$$. Esper has a lot of strong graveyard and delve cards, you could look at Logic Knot, Thought Scour, Lingering Souls, Collective Brutality, 1-of Murderous Cut, and Tasigur, the Golden Fang/Gurmag Angler.

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