Chemister's Trick

Instant

Target creature you don't control gets -2/-0 until end of turn and attacks this turn if able.
Overload {3}{U}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

CMC
2
Mana cost
{U}{R}
Color identity
RU
Rarity
common
Set
Return to Ravnica
Price
$0.05
EDHREC rank
#25347
Buy on TCGplayer
Chemister's Trick card art
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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.