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Rules guide · Instant

Hope CharmHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Visions· February 3, 1997
Carte Magic Hope Charm

Hope 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.

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Official card text

Choose one — • Target creature gains first strike until end of turn. • Target player gains 2 life. • Destroy target Aura.

Complete guide

Hope Charm is a versatile white utility spell that offers three distinct modes for just a single mana. Whether you need to tip the scales in combat, survive a lethal blow, or remove a pesky enchantment, this charm provides the flexibility every white mage desires.

Understanding the Choice

Hope Charm is a modal spell, which means you choose one of its three effects as you cast it. You can grant a target creature first strike, give a target player 2 life, or destroy a target Aura. Once the choice is made and the spell is on the stack, you cannot change the mode if your opponent responds.

Step-by-Step Resolution

First, you cast Hope Charm and pay one white mana, selecting your mode and target. If you choose the first mode, the creature will deal damage before creatures without first strike during the combat damage step. If you choose the second mode, a player (including yourself) gains 2 life. If you choose the third mode, a target Aura is moved from the battlefield to its owner's graveyard. If the target becomes illegal before the spell resolves, the entire spell is building and does nothing.

Common Mistakes

A common mistake is trying to target a non-Aura enchantment, such as a global enchantment like Crusade; Hope Charm specifically only targets Auras. Another error is forgetting that first strike only matters before the regular combat damage step has occurred. If you cast it after damage has been dealt, the creature will have the ability, but it will not deal damage again.

Strategic Timing

The best time to use Hope Charm is often during your opponent's turn or during the declare blockers step. By giving a blocker first strike, you can destroy an attacking creature without losing your own. Alternatively, destroying an Aura like Pacifism during your turn can set up a surprise lethal attack.

Interaction examples

Surviving the Strike

During your opponent's turn, they cast a spell that would reduce your life to zero. In response, you cast Hope Charm selecting the second mode. You gain 2 life, moving your total to 2 and allowing you to survive the turn.

Combat Superiority

Your opponent blocks your 2/2 creature with their own 2/2 creature. You cast Hope Charm giving your creature first strike. Your creature deals damage first, destroying their creature before it can hit back. You then save your Swords to Plowshares for a larger threat later.

Breaking the Lock

Your best creature is currently neutralized by an opponent's Aura. You cast Hope Charm targeting that Aura to destroy it. Once the Aura is gone, your creature is free to attack, and you still have Path to Exile ready to exile any blockers they might play.

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

How it works : Hope Charm

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacypaupervintagecommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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