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Rules guide · Instant

Simic CharmHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Commander Legends· November 20, 2020
Carte Magic Simic Charm

Simic 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 — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.

Complete guide

Simic Charm is a versatile modal instant that embodies the flexibility of the Simic Combine. Whether you need to push for damage, protect your board, or remove a threat, this card provides the right tool for the job at a low mana cost. Understanding when to use each mode is key to mastering its utility in various game states.

Choosing the Right Mode

When you cast Simic Charm, you must choose one of its three distinct modes. The first mode provides a significant combat boost, the second grants comprehensive protection to your entire board, and the third offers a tempo-swinging bounce effect. Note that once the spell is on the stack, you cannot change the mode if your opponent responds.

How it Resolves Step-by-Step

First, you choose the mode and pay the mana cost. If you chose the first or third mode, you must select a legal target; the second mode does not target. Upon resolution, the chosen effect occurs. If you chose the second mode, every permanent you currently control gains hexproof. It is important to remember that this only affects permanents you control at the exact moment the spell resolves; anything that enters the battlefield later in the turn will not have hexproof.

Common Mistakes

A frequent error involves the timing of the second mode. Players often believe it protects permanents entering later in the turn, but the effect is locked in upon resolution. Additionally, if you choose the first or third mode and the target becomes illegal before resolution (for example, if it is sacrificed), the entire spell will fail to resolve and you will not get any effect.

Strategic Timing

Use the +3/+3 mode to win combat trades or finish off an opponent. The hexproof mode is best used in response to mass removal or targeted spells aimed at your non-creature permanents. The bounce mode is a perfect answer to expensive creatures or tokens, effectively resetting your opponent's momentum.

Interaction examples

Protecting Your Assets

Your opponent casts Beast Within targeting your favorite land. In response, you cast Simic Charm choosing the second mode. When Simic Charm resolves, all your permanents gain hexproof. Beast Within then tries to resolve but fails because its target is now illegal.

Winning a Counter War

You cast a powerful creature and your opponent responds with Counterspell. While Simic Charm cannot stop the counter directly, if they instead targeted a permanent already on the board with a removal spell, you could use Simic Charm to grant hexproof, making their spell fizzle.

The Combat Surprise

You attack with a 1/1 creature and your opponent does not block. Before damage is dealt, you cast Simic Charm choosing the first mode. Your creature becomes a 4/4, dealing four damage instead of one, potentially catching your opponent off guard.

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

How it works : Simic Charm

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If you choose the second mode, only permanents you control when Simic Charm resolves will gain hexproof. Permanents that come under your control later that turn will not.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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