Simic Charm
The Ravnica guild charms each pulled three modes from their two colors' shared vocabulary, and this is the one without a kill spell. Simic doesn't burn or destroy, so the bounce stands in as the guild's removal: a temporary answer that buys a turn rather than ending a threat, which is the whole point for a color pair built on tempo and incremental advantage rather than attrition. The bounce reads as offense and defense at once: it clears a blocker for a turn, it rescues your own creature from a removal spell on the stack, and against an opposing threat it resets the clock without committing a card to a permanent answer (pointing it at an enters-the-battlefield creature is usually a mistake, since they just recast and re-trigger). The hexproof mode is the genuinely distinctive one, and it is wider than it reads: "permanents you control" wraps your whole board, not just a creature, so two mana fans every targeted removal spell on the table at once: a single-target kill spell aimed at your bomb, a Naturalize-style answer to a key artifact or enchantment, the targeted removal that breaks up a combo turn. The +3/+3 line doubles as a combat trick and a reach extender, ambushing an attacker or pushing lethal past a blocker. What ties the three together is that each is a reactive play held at instant speed: the bounce protecting tempo, the hexproof protecting the board, the pump protecting a combat already underway.


