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Archdruid's Charm
Instant
rare
Choose one — • Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle. • Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control. • Exile target artifact or enchantment.
Semantic Tags
Specifically destroys, exiles, or shuts down artifacts.
Specifically removes artifacts.
Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.
Cares about +1/+1 counters — places, moves, doubles, or benefits from counters on creatures.
A keyword ability that allows a player to cast a double-faced card transformed from the graveyard. See rule 702.146, “Disturb.”
Punishes or prevents opponents from drawing extra cards.
Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.
Puts additional lands onto the battlefield or searches for lands. Cultivate, Kodama's Reach, fetchlands.
Puts additional lands onto the battlefield or searches for lands. Cultivate, Kodama's Reach, fetchlands.
Draw-then-discard or discard-then-draw effects that improve hand quality without net card advantage.
A keyword that lets a creature card be cast as a mutating creature spell. See rule 702.140, “Mutate.”
Cares about power of creatures — Fling effects, power-based draw, Xenagos strategies.
Accelerates mana production beyond the one-land-per-turn baseline. Umbrella tag — see ramp subtypes for land ramp, mana dorks, mana rocks, and rituals.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
Prevents players from searching their libraries. Shuts down tutors and fetchlands.
Searches your library for a specific card. Named after Demonic Tutor. Excludes land search (that's ramp).
Format Legality
Price history
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Printings (4)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Murders at Karlov Manor Promos#151p | rare | · | · | · |
| Murders at Karlov Manor#151 | rare | · | · | · |
| Murders at Karlov Manor#408 | rare | · | · | · |
| Murders at Karlov Manor Promos#151s | rare | · | · | · |
Related Rules
Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”
Mutate
Mutate appears on some creature cards. It represents a static ability that functions while the spell with mutate is on the stack. “Mutate [cost]” means “You may pay [cost] rather than pay this spell’s mana cost. If you do, it becomes a mutating creature spell and targets a non-Human creature with the same owner as this spell.” Casting a spell using its mutate ability follows the rules for paying alternative costs (see 601.2b and 601.2f–h).
Disturb
Disturb is an ability found on the front face of some double-faced cards (see rule 712, “Double-Faced Cards”). “Disturb [cost]” means “You may cast this card transformed from your graveyard by paying [cost] rather than its mana cost.” See rule 712.8c.
A resolving double-faced spell that was cast using its disturb ability enters the battlefield with its back face up.
One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”
Rulings
You can't choose the second mode for Archdruid's Charm unless you and another player have creatures to target.
If you choose the second mode and your creature is not a legal target as Archdruid's Charm resolves, you won't put a +1/+1 counter on it, and no damage will be dealt.
If you choose the second mode and the creature you don't control is not a legal target as Archdruid's Charm resolves, you'll still put a +1/+1 counter on your creature.