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.
LegalitiesNot Legal Alchemy Future Oldschool Pauper Paupercommander Predh Premodern Standard Standardbrawl Legal Brawl Commander Duel Explorer Gladiator Historic Legacy Modern Oathbreaker Penny Pioneer Timeless Vintage 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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