Archmage's Charm

Archmage's Charm


Choose one —

  • Counter target spell.
  • Target player draws two cards.
  • Gain control of target nonland permanent with converted cost 1 or less.
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Format Legality
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
1v1 Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Modern Legal
Casual Legal
Block Constructed Legal
Custom Legal
Highlander Legal
Duel Commander Legal
2019-10-04 Legal
Limited Legal
Leviathan Legal
Vintage Legal
Unformat Legal

Archmage's Charm occurrence in decks from the last year

Latest Decks as Commander

Archmage's Charm Discussion

Flooremoji on The Argument for a Mystic …

1 month ago

A big part of what makes sanctuary so good (imo) is that these decks

1: Get to draw so many extra cards because of planeswalker cards that the card 'disadvantage' (not really, it's more like scrying a good card to the top of your deck with upside) is negated and you get the card back immediently and still draw relevant cards (sometimes just more lands, for more mana or fetches to find more sanctuaries, but also removal and more counterspells. Basically, you already have card quantity, and adding this land gives you card quality).

2: Already had up to eight uses of Cryptic Command because of Snapcaster Mage (already a incredible ammount of CC uses if you ask me) and they also get to play 4 Archmage's Charm as another incredibly flexible counterspell. This land setting up for an additional 4 uses of CC (now up to 12, and this is not counting the cryptic lock which isn't usually worth it unless you have won) means that once control decks have "set up" they can cryptic command almost every relevant spell in your deck without having to give up card slots for the extra four counterspells. Not to mention that the extra counterspells you just added to your deck don't have to be counterspeells.

Joker4242 on Island Secrets

1 month ago

Still trying to decide what the ideal sideboard would be. One of the most difficult decks to ply against are ninja and aggressive werewolf decks actually. They are fast and can easily avoid counterspells with ninjitsu. Aggro in general make things more difficult. Snapcaster Mage is only really a placeholder as they honestly don't fit exactly into this deck. I already have Force of Negation which exiles some of my cards. Mystic Sanctuary does a better job of reusing spells (sometimes more than once). Archmage's Charm used to be in the deck but it turned out to be too slow. The three blue cot wasn't always the issue, but the hard counter for three was nothing special. Force of Negation took over rather quickly. I really like Relic Amulet as it will act as actual removal. Downside is that it may be a bit too slow and I really don't have any wizards. I'm mostly looking for cards in the sideboard that shutdown certain decks (specifically ninjas; can't counter and bouncing doesn't really help either).

Daron6 on UW control

3 months ago

That mana base hurts a bit, Im not sure if that 8/8 splash is good, I'd rather go with 2-3 scry lands, 2 Field of Ruin, and 6-7 island/3-4 plains. I wouldnt run remand in a control list (only in tempo/combo decks), rather use cryptics if you can afford it, or 2-3 Logic Knot. 4 spell snare is a lot, I'd reccomend to use at least 2. I've seen Terminus, Archmage's Charm in some uw decks. For the draw machine Omen of the Sea is so good. Hope this comment helps you! :)

Poseidon31 on Azorius Second Sun

4 months ago

Path to Exile 4 times to make it modern legal, Swords to Plowshares isnt.

Reduce Spell Snare to 1-2 copies. Thats normaly enough.

Archmage's Charm for Counter or Draw. Ancestral Vision for Draw. Serum Visions for more Filter. Mana Leak is a good 2 drop counter. Search for Azcanta  Flip is a good filter, too and can dig deep like Narset.

NobleRooster on MonoU Conundrum Lock

4 months ago

Path and Settle are strong, but they give my opponents lands -- which is pretty counterproductive for the deck. I have noticed that having no removal is really hard on the deck though, so maybe going Izzet could give me access to things like Bolt and Magmatic Sinkhole.

Ensnaring Bridge is also a really strong option! I'll have to toy around with that in place of Archmage's Charm -- but I think I'll keep Cryptic since it can also bounce a land while I'm ahead with Trinisphere.

Poseidon31 on Grixis Delver

4 months ago

Opt, Serum Visions, Fatal Push, Spell Snare, Mishra's Bauble and Inquisition of Kozilek are perfect cheap spells.

You only need 3 of Tasigur and Gurmag combined and even Pyromancer can be cut down to 2. Sprite Dragon is a great substitute.

You can cut down Stubborn Denial, Izzet Charm, Think Twice and Vapor Snag completely and Mana Leak down to 2-3. Countersquall, Drown in the Loch and Archmage's Charm are great alternatives.

knudthedude on RUB that Titi

4 months ago

Hello mtgplayer100,

thank you for the feedback. I aggree that the early discard might not come in handy later in the game. I like the thought of using Brazen Borrower ability Petty Theft to bounce their permanent to turn on my late discard and a second Brazen Borrower is certainly what I am trying to squeeze in.

What are options for the Inquisition of Kozilek substitution? One Brazen Borrower and one Spell Snare, Archmage's Charm or some other counter?


mtgplayer100 on

4 months ago

With Cryptic Command, Archmage's Charm, Deprive and etc., you need to have untapped blue mana for the first 4 turns basically. Your deck is tempo, so you can't really afford a slow start. I would personally either play more lands or cut the ruins. As for tron, Ceremonious Rejection and Damping Sphere are cards that comes to mind that does help a lot there.

I think you just have to accept that there are limitations to what you can do with only 1 color, without disrupting your own game plan.

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