Evolution Charm

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planar Chaos (PLC) Common

Combos Browse all

Evolution Charm

Instant

Choose one - 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; or target creature gains flying until end of turn.

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Evolution Charm Discussion

Philoctetes on Playable Jund Lands-Matter Cards

1 week ago

Hey! This list is excellent and a great resource! My Sekā€™Kuar deck finds this quite useful.

Lord of the Flies: Sek'Kuar Lands Primer

A few cards that may be missing - I did my best to look through everything to make sure.

Animators- Natural Affinity Living Plane Nature's Revolt Natural Emergence

Basic lands to hand, recursion- Evolution Charm a sweet little piece of tech :)

Ender666666 on How to Lose Friends and Infuriate People.. for $99

2 weeks ago

So, a quick answer to you again JujuleBarbu.

The main reason I don't run Artifact ramp, like you suggest, is that I don't have as many ways to recur and reuse it as I do with Instants and Sorceries. Cards like Anarchist, Archaeomancer, Izzet Chronarch, Mnemonic Wall and Scrivener all allow me to retrieve my ramp spells along with other pieces I might desire.

The one stand out suggestion you make, which I hadn't considered previously, is Evolution Charm, which I could see being useful for ramp and to return Child of Alara from the graveyard to my hand. I'm going to seriously see if I can fit that one in. So thank you for that. :)

JujuleBarbu on How to Lose Friends and Infuriate People.. for $99

2 weeks ago

One more thing ! Pilgrim's Eye or Mycosynth Wellspring could get a great synergy in this deck Expedition Map is good for the gates or the end of maze too. Here's some useful ramp cards : Caravan Vigil Evolution Charm Sylvan Scrying etc.

Hynx on all the tokens (happy to hear suggestion)

2 weeks ago

casual multiplayer deck here. usually games of 4-5 players. hit me up with some of those suggestions if you have any.

token factories are: Midnight Guard (or) Sunstrike Legionnaire + Presence of Gond,

Geist-Honored Monk + Nim Deathmantle+Ashnod's Altar,

Patrol Signaler + Utopia Vow + Heartstone

damage prevention is: Heart of Light + Palace Guard (or) Guardian of the Gateless,

Kami of False Hope + Nim Deathmantle (or) Evolution Charm

land tutoring obviously Evolution Charm if needed

Optimator on MTG list of EDH Ramp Cards | last update: 30-07-18

2 weeks ago

Extra land drops are indeed ramp. It's more potent and noticeable in regular 60-card formats but it's ramp nonetheless.

Treasure Map  Flip is ramp-y. Boreas Charger, Centaur Rootcaster,

Some more honorable mentions: Renegade Map, Pilgrim's Eye, Mycosynth Wellspring, Skittering Surveyor, Thaumatic Compass  Flip (might be real ramp, what with the flipping), Traveler's Amulet, Evolution Charm, Attune with Aether, Caravan Vigil, Lay of the Land, Sylvan Ranger, Traverse the Ulvenwald, Realm Seekers

StumpyIB on It's Feeding Time

1 month ago

I have a few suggestions as I love mono-green decks...

I would add in Pathbreaker Ibex, Evolution Charm (fun flavor giving a hydra flying!), Death's Presence, and for really scary, multiplayer fun, Kusari-Gama.

+1

wtchandler7 on Infect

2 months ago

Add the following: - list text hereSignets (https://magiccards.info/query?q=signet&v=card&s=cname) - Chromatic Lantern - Cultivate - Evolution Charm - Skyshroud Claim - Kodama's Reach - Oracle of Mul Daya - Seedborn Muse - As Foretold - Mimic Vat

Replace the following: - Magus of the Coffers with Urborg, Tomb of Yawgmoth and Cabal Coffers

Remove the following: - Caged Sun - Thran Dynamo - Black Lotus

FancyTuesday on Atraxa's Graveyard [Proxy -Levi]

2 months ago

Were I building the deck I would probably do the following:

Vorel of the Hull Clade -> Coiling Oracle: Vorel is a 3 drop with no ETB and a slow activated ability with a that ties up 2 mana. He has exactly 3 targets on your side he could hit, and for -1/-1s on opponents creatures he's a pretty poor assassin. Oracle hits the board and immediately replaces itself, either by putting you ahead a turn or putting a card in your hand, which gives it added value as a reanimation tool.

Odric, Lunarch Marshal -> Angel of Finality: Odric is highly board dependent. For him to be effective you need your commander and multiple creatures out, and you're not particularly creature heavy. Yeah he spreads the goodness of Atraxa around, but he doesn't spread infect which is what you really need. Angel of Finality comes with evasion and attacks your opponents resources whether or not your commander or anything else is on the board. If it turns out you need more evasion to connect with infect you're probably better served with Archetype of Imagination or Wonder.

Fuel for the Cause -> Corrupted Conscience: See above for my opinion regarding counterspells in EDH, least of all counterspells that cost 4 when you aren't playing a control or combo deck. Effects that steal creatures are incredibly valuable in EDH as they remove an opponent's threat and give you one with a single card, giving them infect is icing on the cake.

Evolution Charm -> Cyclonic Rift: I wager in most cases Charm brings a creature back to your hand or gives a creature of yours flying, both of which are pretty unimpressive effects. Rift can reset everyone else's board, gets around indestructible and hexproof, and in a pinch can bounce a blocker for 2 to get your creatures through.

Any Signet -> Chromatic Lantern: There are a grand total of 8 symbols in your deck including the commander, and the only double is a 7 drop. In terms of mana fixing you're way better off with the Lantern.

Steady Progress -> Tezzeret's Gambit: The instant speed of Progress doesn't give you any huge advantage since you're not playing control and doing the same amount of proliferating between your turns either way. Drawing a single card only replaces itself, it doesn't really give you more than what you put in in terms of card efficiency. If it said "Kicker Pay 2 life: Draw another card" you'd pay it every single time in EDH, which is what Gambit gives you. You don't even need a blue source to play Gambit.

Glistener Elf/Swiftfoot Boots -> Wrath of God/Damnation: Wraths are invaluable card advantage in EDH. Glistener is practically useless outside of your opening hand, and I find the haste shoes are often disappointments.

But I'm not building the deck, so you do your thing! It's all judgement calls and only you know your meta, so it's really all up to you. Good luck!

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