Simic Charm
Commander Legends (CMR)
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
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.

