Archmage's Charm

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Archmage's Charm


Choose one —

  • Counter target spell.
  • Target player draws two cards.
  • Gain control of target nonland permanent with converted cost/mana value 1 or less.

euqinU on Improve my Magus Lucea Kane …

3 months ago

Would Rhystic Study,Mystical Tutor, Archmage's Charm, and Worldly Tutor be a good addition? I'm following the advice on 3 mana so I might add it at my Simic deck.

wallisface on UW Control-Fly

4 months ago

Some thoughts:

  • i don’t think you want Supreme Verdict when your path to victory appears to be go-wide creatures.

  • you have very few ways to deal with a threat once an opponent plays it (and any savvy opponent will always find ways to get some stuff onto the board). I think you need more ways to remove those threats that inevitably resolve.

  • control decks normally rely on being able to maintain a card-advantage engine over the opponent (if a game ever comes down to topdecking, they’ll always lose). Without any ways to refill your hand or draw additional cards, I’m not convinced you’ll be able to control the game for as long as you’ll need to. Something like Archmage's Charm and/or Memory Deluge would help you a lot here.

wallisface on Dimir control modern

6 months ago

Mana cost-effectiveness is super important, and the difference between a 2-mana counterspell and a 3-mana one is astronomical. The only reason Archmage's Charm and Cryptic Command see any play is because they can do powerful effects instead-of/in-addition-to the countering… but no other counterspells above 2 mana are ever worth running.

Countering a trigger is super niche and unlikely to come up often enough (or be powerful enough) to ever justify costing an extra mana.

DemonDragonJ on Elemental Storm

7 months ago

I have replaced Supreme Will with Archmage's Charm, since the latter card is generally superior to the former; the charm does have a stricter mana cost, but I am certain that this deck can reliably pay for it.

IXALAN_Crazy on Dimir Control

8 months ago

4 Archmage's Charm seems a little high, it might be worth cutting 2 to go up to 3 Murktide Regent and adding a one of of Dismember

Joker4242 on Day's Recasting

10 months ago

Changed my sideboard up a bit. Added a couple more islands against decks that have BloodMoon. It also just helps fix my mana for cards like Archmage's Charm.

Added a couple more Blast Zones. I played against amulet titan. The lands are very good at killing Amulet of Vigor. I'm also keeping Field of Ruin, again because deck's like amulet titan contain many special lands. It also can destroy other cheap cards in other decks, such as Ragavan, Nimble Pilferer.

Subtlety is a response to more creature heavy decks and can replace Force of Negation. Subtlety is good, but it offers several problems in the main deck: for one, it cannot be recast with Snapcaster Mage, for another, it does not deal with a threat permanently. Lastly, it cannot be searched up by cards like Narset, Parter of Veils. The upside of course is that it deals with early threats and has a significant body for dealing damage. Better in the sideboard for this deck, at least for now.

I am still a few cards short. I am happy to receive suggestions. I feel like my deck is pretty good against aggro decks for the time being. It is mostly fast combo decks that can be difficult to deal with.

Joker4242 on Day's Recasting

11 months ago

Minor changes. Added Thing in the Ice  Flip back into the deck. Works well as an early blocker and can act as a finisher all on it's own. Combos will with Snapcaster Mage, Narset, Parter of Veils, and Day's Undoing. Having multiples might seem iffy, but it gets better when you can sacrifice one to Force of Negation. Plus, it will become a major target for kill spells once on the board. Nice to have a few lying around.

Because I have added Thing in the Ice  Flip I am considering removing Riptide Laboratory. It's a fun land, but I need to make sure I have enough blue at all times to cast spells like Archmage's Charm.

I also upped the Sea Gate Restoration  Flip count to 4. That way I can now more easily stabilize with lands. Narset, Parter of Veils can search them up off the top of the deck because they are considered spells.

wallisface on crab rave

1 year ago

Pact of Negation feels very dubious when you’ll be very unlikely to ever have the mana to pay for it.

Memory Deluge feels super slow/clumsy here. Not sure i’m a fan of Archmage's Charm either, as you’ll often be wanting to cast some kind of massive mill spell once you reach 3 lands.

Most mill decks run a playset of Field of Ruin to both trigger their crabs and force Archive Trap being castable.

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