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Rules guide · Instant

Archmage's CharmHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Modern Horizons· June 14, 2019
Carte Magic Archmage's Charm

Archmage's Charm is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Choose one — • Counter target spell. • Target player draws two cards. • Gain control of target nonland permanent with mana value 1 or less.

Complete guide

Archmage's Charm is the ultimate Swiss Army knife for control players, offering versatility at every stage of the game. Whether you need to stop a threat, replenish your hand, or steal a piece of your opponent's board, this triple-blue instant has you covered. Mastering its modal nature is key to dominating the stack and the battlefield.

Three Paths to Victory

When you cast Archmage's Charm, you must choose one of three distinct modes. You can counter a spell, force a player to draw two cards, or permanently take control of a nonland permanent with a mana value of 1 or less. Because all modes cost three blue mana, it requires a heavy commitment to blue, but the flexibility justifies the strict cost.

Resolving the Charm

Once you choose a mode and targets, the spell goes on the stack. If you choose the first mode, the target spell is moved to its owner's graveyard. If you choose the second mode, the targeted player draws two cards immediately upon resolution. For the third mode, you gain control of the permanent indefinitely; this effect does not wear off at the end of the turn and remains even if Archmage's Charm leaves the graveyard.

Understanding Mana Value

Common mistakes often involve the third mode. Tokens that are not copies of other objects have a mana value of 0, making them legal targets. However, if a permanent has {X} in its mana cost, X is treated as 0 while it is on the battlefield. You cannot use the third mode to steal a land, even if that land is also a creature, because the card explicitly states 'nonland permanent'.

When to Cast

The beauty of Archmage's Charm is that it is rarely a dead card. Use it as a counterspell early to stop a combo, or cast it at the end of your opponent's turn to draw cards if they didn't play anything worth countering. The 'steal' mode is particularly potent against low-cost utility artifacts or powerful one-drop creatures.

Interaction examples

Stacking the Counters

If your opponent casts Counterspell to stop your win condition, you can respond with Archmage's Charm using the first mode. Archmage's Charm will resolve first, countering their Counterspell, allowing your original spell to resolve safely.

A Better Draw Choice

Unlike Arcane Denial, which gives your opponent cards in exchange for countering a spell, Archmage's Charm can be used in its second mode to draw two cards yourself without any drawback to your opponent, or used to counter their spell without giving them any resources.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Archmage's Charm

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Junktroller
+Tunnel Vision
+Archmage's Charm
#1

Junktroller + Tunnel Vision + Archmage's Charm

Target opponent loses the game
  1. 1Activate Junktroller by tapping it, putting any card an opponent has in their graveyard that they cannot have multiples copies of in their deck onto the battom of their library.
  2. 2Cast Tunnel Vision by paying {5}{U}, naming the card that was put into the bottom of the opponent's library. This will cause the opponent to mill their entire library until they reveal that card and put it on top of their library.
  3. 3Cast Archmage's Charm by paying {U}{U}{U}, causing the opponent to draw two cards and lose the game due to drawing from an empty library.
03

Legal formats

historictimelessgladiatormodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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