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Simic Charm

Commander Legends (CMR)

{G}{U}

Instant

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.
Plays as
Combat TrickModal SpellProtection SpellBounce
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal

Versions

2 printings · from $0.83

Commander Legends
2020#451In products
Gatecrash
2013#195CheapestIn products

Rulings

1 · latest Jan 24, 2013
  • WotCJan 24, 2013

    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.