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Community Rating: 3.742 / 5  (91 votes)
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pay 2 mana pick one: win target combat step; hose target removal spell; or tempo target opponent.
Posted By: Flyheight (1/23/2013 1:58:35 PM)


Hmm... the comparison to Boros Charm (which sees plenty of standard play) is actually quite favorable:

Boros Charm:
1. Deal extra damage to player
2. Protect permanents
3. Deal extra damage - combat trick

Simic Charm:
1. Deal extra damage - combat trick
2. Protect permanents
3. Gain tempo by bouncing a threat

Where Boros Charm has really only two functions, protecting and dealing damage, Simic charm can protect just as well, if not better, and damage almost just as well. In addition to that, Simic charm can bounce, which seems to push this one to the better end of the spectrum. This is not to say that Boros Charm is bad, but maybe that simic charm is underrated, if only slightly.
Posted By: Colossus_of_Darkstee (3/27/2013 6:43:43 PM)



Yup, they're definitely out of order. Not sure why...
Posted By: marmaris74 (1/22/2013 7:16:28 PM)


this card is so damn versatile, it makes me grimace (with glee of the thought of having a number of these).

not just creature, but permanent protection from targeting...excellent.
Posted By: Curlie-Joe (1/24/2013 1:30:17 PM)


It's not really comparable to Unsummon/Giant Growth - it's just far too versatile.
What good is unsummon when you're 3 damage away from winning or when your opponent is about to destroy your best creature? (okay it can bounce the creature but wouldn't you rather keep it on the field?)
What good is giant growth when none of your attacks can get through because your opponent has some massive blocker or something like Fog bank or when an important artifact is about to be Smelted?
Posted By: Lifegainwithbite (1/30/2013 11:12:30 PM)


"Man, I can't decide if I want Giant Growth or Unsummon..."

"Now you don't have to chose! Enjoy the fresh taste of Simic Charm! Now with added Hexproof!"
Posted By: DoragonShinzui (2/2/2013 2:19:20 PM)


I'm not sure why all the charms are rated so low. EVERY (guild) CHARM is great and has a place in constructed!
Posted By: isospeedrix (2/26/2013 1:14:19 PM)


This suits nicely with the colors of the guild. Pumping would save your creatures or deliver a decisive blow, hexproof on all PERMANENTS avoid spells, and unsommon effect not only remove enemy creatures it also allow you to preserve yours, or benefit from recasting those creatures so you can trigger evolve or other comes-into-play effects,
Posted By: Cyberium (1/23/2013 2:00:52 PM)


You rarely need to use Giant Growth or Unsummon on turn one and the other ability is really that productive by its self, but is nice to have stapled on a charm. 4.28/5.
Posted By: Purplerooster (1/24/2013 5:43:11 PM)


@aloehart199 Keen observation ... only, Mr. Boros actually did the artwork for all ten charms buddy :D
Posted By: bowlofgumbo (3/26/2013 12:25:07 AM)


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