Archenemys-Charm
Archenemy’s Charm

Archenemy’s Charm – Edge of Eternities

Date Reviewed:  August 13, 2025

Ratings:
Constructed: 3.37
Casual: 3.67
Limited: 3.90
Multiplayer: 3.50
Commander [EDH]: 3.63

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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This card doesn’t actually have anything to do with the Archenemy format, except maybe the usefulness of versatility in scenarios with multiple opponents. And it holds up pretty well there, with an answer mode that’s likely to be relevant in most matchups and two that depend more on your own deck. You don’t always see straight-up Regrowth variants being played in constructed, just because you have to balance the cost in not just mana but time; and the third mode is a trick that you really want to hold until you not only have a creature, but it’s engaged in combat. Charms are always worth consideration, but especially when they cover a wide enough range of situations that they’ll be live more often than not. Archenemy’s Charm seems to fit that description, and it’ll likely keep you at a level of preparation worthy of its name.

Constructed: 3.5
Casual: 4
Limited: 4
Multiplayer: 3.5
Commander [EDH]: 3.5


 James H. 

  

The latest member of the color-intensive charms, Archenemy’s Charm fits the mold of the last two pretty well: a more “general” mode it’ll be primarily played for, and then two modes that are situational but might be more efficacious in a pinch. The main draw is in exiling a creature or planeswalker, and for three mana, this is a pretty good rate for that. It’s more color-intensive than some variations of this are, but making sure something is gone forever makes this a solid enough play. Fishing back two kille dthings can be better in some cases, though, and the surprise combat boost can definitely turn the tables if you’re going for the jugular. All of these modes have their upsides, and while I would say the main use case of this is as a three-mana exile spell, that it can be things besides that makes this a solid enough piece in any deck capable of putting three black mana together.

Constructed: 3.5
Casual: 3.5
Limited: 4 (hard to play, but it is reliable removal)
Multiplayer: 3.5
Commander [EDH]: 3.75 



Thijs

When viewing and reviewing cards, you automatically look at the rarity of a card, as well as its abilities, flavor text, mana cost and possible impact on the game and its different formats. When we talked about Depressurize last week, I praised it for its surprising power, taking into consideration it’s ‘just’ a common. 

Today we’re looking at a rare card with a mana cost of three black. That automatically peeks my interest. Will it have some unique abilities? Is it a removal spell with a bonus? Maybe a board wipe?

One other thing I look at is if it’s part of a cycle, which is the case with this card. It’s part of the Charms, a cycle going back all the way to Visions. It’s the third Charm in the series that cost three mana of the same color, after Archmage’s Charm and Archdruid’s Charm.

For this three black mana you get to choose one of three options: a removal, a graveyard bounce or a combat trick. That’s also where I think the downside of this card lies: the fact that you only get to choose one. Yes, it’s a very versatile card with three very different effects that make it useful in a lot of different circumstances. It would, however, be even more powerful if you could choose two. That, unfortunately, is not part of the Charms’ charm. 

Constructed: 3
Casual: 3,5
Limited: 3,7 (works well in Cubes!)
Multiplayer: 3,5
Commander [EDH]: 3,5


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