Simic Charm

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Legality

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Simic Charm

Instant

Choose one —

  • Target creature gets +3/+3 until end of turn.
  • Permanents you control gain hexproof until end of turn. (They can't be the target of spells or abilities your opponents control.)
  • Return target creature to its owner's hand.

SaberTech on Utopian Prosperity

1 week ago

To help illustrate some of the things I was talking about regarding Jenara, this is an oooooold Jenara list I used to run. I took it apart 9 years ago. Sky Queen of Bant

If I were to rebuild it there are a number of changes that I would make, but I think that it still generally shows what my design philosophy was around her at the time. I was getting in more 1v1 commander games so it's a bit more geared towards dueling, as opposed to brawling in a multiplayer setting, but I made efforts to try to reduce how much mana I had to invest into Jenara to ramp up her damage. Various ways to give double strike, cards with exalted so I could build my board while still increasing her damage output, cards that could pump power as an option or could pump power in addition to doing something else, and various protection options.

The rest of the deck became a bit of a control build. Roon of the Hidden Realm and Crystal Shard helped me get extra value out of creatures with ETB effects. Sun Titan helped me get back cheap utility creatures. The planeswalkers had useful effects while staying on the board after a wrath wiped away creatures. The main plan was always to try to out-tempo my opponent and kill them with commander damage but the deck at least had a backup plan if the game went longer.

I remember Mother of Runes, Simic Charm, and Vines of Vastwood being pretty standout cards at the time.

Some more modern cards I know off the top of my head that I would consider if I were to rebuild it are Duelist's Heritage, Loran of the Third Path, Esper Sentinel, Tocasia's Welcome, and Welcoming Vampire. The deck would need more card draw engines if I was adapting it to multiplayer games.

Balaam__ on Balaam__

11 months ago

I combed through the first Ravnica sets and found a few more legendofa, along with a bunch of probably not’s.

Conjured Currency

Skull Rend

Orzhov Charm

Prophetic Prism (the Gatecrash printing, idk the abbreviation)

Simic Charm

Alive / Well (the Well part, obviously)

Wear / Tear (the Wear part, obviously)


Probably Not’s

•All the Keyrunes. Again, I have no idea what the WotC-invented lore is, so I’m not sure if these keyrunes are small objects being held and looked at in the first person, or if they’re something entirely different. In any case, there are no hands shown so I doubt these qualify.

Azorius Keyrune, Golgari Keyrune, Izzet Keyrune, Rakdos Keyrune, Selesnya Keyrune, Boros Keyrune, Dimir Keyrune, Gruul Keyrune, Orzhov Keyrune, Simic Keyrune

Faerie Impostor hand, but I think the angle is too low to be any kind of FPP.

Giant Growth definitely first person, but no hands, only shadow.

Street Spasm I think that round portion under the hand is the top of a helmet, so not first person, but it could possibly be a big shoulder pauldron or something so I’m not 100% sure.

Hands of Binding might qualify, but the angle is a bit off.

Naturalize the angle is also too far removed from FPP I think.

DemonDragonJ on Waste Not

1 year ago

I have replaced Simic Charm with Planar Genesis, since I feel that the previous card was rather underwhelming, whereas the new card better fits the theme of this deck; now, I need to decide what card shall replace Plasm Capture, since that card has a very strict casting cost.

DemonDragonJ on Waste Not

1 year ago

I have replaced Brainbite, Time Warp, and Undermine with Make an Example, Syphon Flesh, and Psychic Strike, since the latter cards better fit the theme of this deck; I also plan to eventually replace both Plasm Capture and Simic Charm, since I feel that those cards do not fully fit the theme of this deck, either.

purpleballspurple on What exactly triggers Riku of …

1 year ago

So I understand how Riku of Many Paths ability works with a spell like Simic Charm but was confused if casting a permanent such as Balor would work, does it even count as a modal spell and if so do I get to pick anything for Riku?

Thank you in advance

Rhadamanthus on what is modal?

1 year ago

A modal spell is a spell with an effect that says "Choose [some number] - [list of choices]" where you make the modal choices as you cast it. Spells like Simic Charm or Cryptic Command are modal spells. Aether Channeler has a triggered ability with a modal effect, but Aether Channeler itself as a spell is not modal because you don't make any modal choices as you cast it. Similarly, Umezawa's Jitte has an activated ability with a modal effect but the Jitte itself is not a modal spell and Jace, the Mind Sculptor has a bunch of different activated abilities but doesn't have anything modal about it.

YStar27 on what is modal?

1 year ago

i am building i Riku of Many Paths commander deck and want to know what is a modal spell? obviously cards like Simic Charm are modal but what about ones like Aether Channeler? also are planeswalkers and other permanents with multiple abilities considered modal becase they do multiple things?

thanks

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