Simic Charm
Tracked across real Commander games played through TurnZero HQ.
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What it does
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.
Rulings
One official ruling, as Wizards published it.
- 2013-01-24
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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Simic Charm, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Aesi, Tyrant of Gyre Strait | 1 | 0 | — |
Colors it shows up in
- Simic 1 deck
Every version of Simic Charm
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

- Normal
- $3.43

Gatecrash
- Normal
- $0.84
- Foil
- $5.28
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Simic Charm — a name search across every version, for the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.