Commander Legends (cmr) | ||
#451 ⸱ Uncommon ⸱ English |
Variations— Parts— | Simic CharmChoose 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.
LegalitiesLegal Brawl Explorer Historic Gladiator Historicbrawl Duel Penny Legacy Modern Pioneer Vintage Commander Oathbreaker Timeless Not Legal Standardbrawl Brawl Future Pauper Alchemy Historic Standard Gladiator Oldschool Premodern Historicbrawl Paupercommander Explorer Predh Penny Timeless RulingsIf 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.
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