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
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 value1 or less.

IXALAN_Crazy on Some Kind of Murktide Deck

6 days 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

2 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

2 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

6 months 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.

Dencoan on Spirit Squad building

7 months ago

For Draw:



wallisface on Minor Misstep

7 months ago

Yeah Gidgetimer, you're incorrect here. The MV of a spell with X in its value takes the value of X into account when they're on the stack, so the MV of Prismatic Ending, Engineered Explosives, and Chalice of the Void will always take the X into account while on the stack - and so often Minor Misstep will not be able to target them (just to add further, Prismatic Ending can NEVER have MV 0 because it has a required white-pip in its casting cost).

Icbrgr I think the problem is that the card is competing early-game with Spell Pierce, and then late game with Counterspell and Archmage's Charm... there's just such a narrow application for the spell that it feels iffy to be running mainboard. Saying that, I do think it could see some play in limited number mainboard (1-2 copies at most), and possibly some sideboard play also. I just feel there are too many other solid control cards that Minor Misstep might not have too narrow an application to be the optimal choice in almost all decks.

One thing that could be interesting is pairing Minor Misstep with Spell Snare. While neither are optimal in terms of countermagic, they might allow for some aggressive tempo-based control where mana is tight (i'm thinking the Monastery Mentor decks that a lot of people have been toying with since seeing AspiringSpike brewing in that vein, though something like Sultai-Shadow might also be interested in this approach).

zapyourtumor on Murky Waters

8 months ago

Think Twice definitely takes me back to an older era of modern when that card was playable lol. I still strongly think you should just go full dimir since you're already halfway there for the reasons I already outlined earlier, but I can also understand wanting to stay "mono blue". If you never want to go topdeck mode though, I think you should 100% cut the otherworldly gazes and trim down on FoN + thought scour.

I would 100% go 4th Archmage's Charm over Dismember, second best mono-blue counterspell in modern ATM (imo Drown in the Loch is a contender for second best outside of mono-blue).

Snapcaster mage is kind of slow, but I think he is still playable in these types of lists just because Snappy into Cryptic or Archmage's Charm etc feels so good. You probably need more lands to support him though since he's a very mana hungry card. Going up to 4 consider is very reasonable though, I think its a far better card than scour in this deck, hands down.

Surgical Extraction plays a slightly different role, and is definitely weaker than Ego against decks like Rhinos, Creativity, Grinding Station etc, especially since the deck runs no discard you need to counter/remove the cards before extracting them. If you need to stay mono blue, surgical is obviously the only one you can run, but in that case I would just replace it altogether with other sideboard cards in mono blue. For example, Invasive Surgery/Test of Talents for rhinos and creativity, Orvar, the All-Form for creativity, and you already have Pithing Needle for grinding station and stuff.

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