Simic Charm

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Gatecrash Uncommon

Combos Browse all

Simic Charm

Instant

Choose one Target creature gets +3/+3 until end of turn; or, permanents you control gain hexproof until end of turn; or, return target creature to its owner's hand.

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Simic Charm Discussion

k_larriv on Swell the Host

23 hours ago

oops I've put Chasm Skulker twice,

you could also change Give / Take with Simic Charm

Briandhoffmann on Modern Temur Midrange

2 weeks ago

PunkApostle,

Why Atarka's Command in a midrange deck? I will rarely have more than 2 creatures out, the 3 damage is nice but I am not really rushing to do damage fast. The ramp option is pretty good but I really don't have a huge reliable ramp target and I'd rather not include more 5CMC cards. Simic Charm on the other hand, can get 3 damage through on one creature or counter targeted removal for my creatures, and I find that using the bounce is better for getting damage through.

Atony1400 on SGRPC Simic Stuffs

2 weeks ago

Ok, you got waaaay too many lands here. 17 is perfect for a 40 card deck, and I feel you could be safe at 16 as well, since you have a low average CMC. For utility, Simic Growth Chamber, Simic Guildgate, Novijen, Heart of Progress are good includes. For a simic deck, your missing Simic Guildmage, Simic Charm, and Momir Vig, Simic Visionary.

HideyoshiYaoi on Simic Evolve

3 weeks ago

Simic Charm comes to mind. Maybe a one of Primeval Bounty as a lategame drop? Hinterland Harbor is a pretty cheap dual land and would be far better than the guildgates. I think 8 come into play tapped lands really slows down the deck. I'd personally go with basics over those, since your deck looks like it wants to be faster.

Octavarium85 on BUG Delver

1 month ago

Thanks, I might try that! I was probably just gonna throw another Simic Charm in but having two of those modes in one while also being half the mana seems relevant.

GoldenDiggle on Thank God This Isn't Legal

1 month ago

Oh man, Ink-Treader is a beast...

I like Harnessed Lightning for massive damage, Otherworldly Outburst before a wipe, Spawning Breath and Make Mischief for small tokens, Rite of Replication or Spitting Image or Stolen Identity for good tokens, Saheeli's Artistry for good tokens and a ton of Sol Rings or other rocks, Act of Treason or Besmirch or Mark of Mutiny or Catch or Threaten to get control of everything for a turn, Press into Service to get control of everything for a turn and buff your guys in the process, Confiscation Coup and Dominate to get control of everything ever, Verdant Confluence to get every land from your deck or permanent from your graveyard, Supplant Form or AEther Mutation for the nastiest wipe ever, and Simic Charm for its amazing options.

On top of that, blue has nasty control and can create nearly infinite mana with cards like Dream's Grip and Ghostly Flicker. Not to mention you can draw your whole deck in all four colors with cantrips.

Here's to an errata'd legendary in the 4 color release, my friend.

Fear the Wojek Siren.

teodorofelipe on Extreme Budget Ezuri, Claw of Progress $21

1 month ago

Holtzman

Plaxmanta, Simic Charm for protection, Wood Elves, Farhaven Elf, Fertilid for ramp/mana fix, Thelonite Hermit, Whirler Rogue for experience counters, Acidic Slime, Viridian Shaman, Triskelion for desruption, Caller of the Claw for getting back after a wrath effect, some possible end game finishers Mirror Match, Ezuri's Predation, Overrun, Overwhelming Stampede and Zendikar Resurgent, think about returning proliferate magics for experience counters.

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