Sapphire Charm

Instant

Choose one —
• Target player draws a card at the beginning of the next turn's upkeep.
• Target creature gains flying until end of turn.
• Target creature an opponent controls phases out. (While it's phased out, it's treated as though it doesn't exist. It phases in before its controller untaps during their next untap step.)

CMC
1
Mana cost
{U}
Color identity
U
Rarity
common
Set
The List
Price
$0.24
EDHREC rank
#15495
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Sapphire Charm card art
Sapphire Charm is a one-mana modal instant that trades flexibility for power — none of its three modes (give a creature flying until end of turn, give a creature islandwalk until end of turn, or prevent all damage a source would deal) does anything that a dedicated spell wouldn't do better. It sees virtually no competitive play because every format has cleaner answers at the same cost.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

Sapphire Charm is legal in Commander, Legacy, Vintage, Pauper, and Oathbreaker, but legal doesn't mean played. In Commander, the modal flexibility sounds appealing until you realize all three modes are too narrow to justify a slot — flying until end of turn rarely wins a combat, islandwalk is irrelevant unless an opponent is already Islands-heavy, and one-shot damage prevention doesn't stop most threats. In Pauper, where one-mana interaction is at a premium, dedicated protection spells like Snap or Dive Down do the job more cleanly. Legacy and Vintage have long since moved past effects this shallow.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.24 bulk tier

At $0.24, Sapphire Charm sits firmly in bulk territory, which tracks — demand is low across every format it's legal in. The price reflects its playability ceiling accurately, and there's no realistic scenario where that changes.

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Mentioned

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