Chemister's Trick
Instant
Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able.
Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
- CMC
- 2
- Mana cost
- Color identity
- RU
- Rarity
- common
- Set
- Return to Ravnica
- Price
- $0.05
- EDHREC rank
- #25347
Chemister's Trick makes up to two target creatures lose all abilities and become 0/1s until end of turn — at instant speed for three mana, that's a combat trick that doubles as a soft board wipe when blocking matters. Narrow enough that most Commander decks won't want it, but in the right spells-matter shell it clears the way for an alpha strike without spending a hard removal slot.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | legal |
| oathbreaker | legal |
Chemister's Trick is legal in Commander, Legacy, Modern, Pioneer, Vintage, Pauper, and Oathbreaker, but it sees meaningful play in almost none of them. In Commander, the effect is too small by default — neutralizing two creatures until end of turn rarely changes a four-player game, and three mana at instant speed is a steep ask for conditional value. Pauper is where it comes closest to relevant, since 0/1 bodies can swing combat math at the two- and three-drop level, and the instant speed matters in a format with real combat. Everywhere else, dedicated removal or better pump effects simply outclass what Chemister's Trick is doing.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.05 bulk tier
At $0.05, Chemister's Trick is deep bulk — it costs less than a sleeve. That price reflects real demand, which is close to zero, so don't expect it to move.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.