Sultai Charm
The wedge charm cycle had one job: give three-color decks a flexible instant they could always justify maindecking, and the choice of three modes is where each one's color identity shows. This one is built around the second-most-popular axis in any midrange deck after killing things, which is refilling your hand. The card-advantage mode here (draw two, discard one) is the cleanest of the cycle, a genuine card-quality smoother rather than a marginal pump or token, and it nudges the whole package toward the grinding, value-first plan Sultai colors are always reaching for. The removal mode carries a telling restriction: it kills only monocolored creatures. That clause is the price of having three colors of removal stapled to a draw spell, and it dates the card to an era when "monocolored" was a meaningful dividing line, when multicolor threats were assumed to be the harder, more expensive things you should not get to point cheap removal at. The artifact-or-enchantment line rounds out the answers, so a single card can break a problematic permanent or, failing that, dig for the answer it actually needs. Nothing about it is high-ceiling; the design is a deliberately rounded toolbox, the kind of card you run because it is never dead, not because any single mode wins the game.





