The 1996 Magic: The Gathering Mirage Sapphire Charm (card #89) is a versatile blue Instant that offers three distinct tactical options for players.
Sapphire Charm
1996 • Magic: The Gathering • Mirage
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$0.34
Description
Released in 1996 as part of the Mirage expansion, the Sapphire Charm card is a staple of the Magic: The Gathering trading card game. Designed by Steve Luke, this card carries the number 89 in the original Mirage set and represents a classic example of early blue Instant design. As a common rarity, it was widely printed and remains a recognizable piece of the game's foundational history. Sapphire Charm is a blue Instant with a mana cost of {U} and a mana value of 1. Its versatility comes from its three distinct modes, allowing players to adapt their strategy based on the current board state. One option allows you to choose for a target player to draw a card at the beginning of the next turn's upkeep, providing delayed card advantage. Another mode gives a target creature flying until end of turn, enabling sudden aerial assaults or defensive maneuvers. The third option phases out a target creature an opponent controls, temporarily removing it from the game until it phases in during its controller's next untap step. Collectors of Magic: The Gathering often seek out Mirage cards for their historical significance and nostalgic value. Its flexible design makes it a favorite among players who appreciate strategic depth and adaptability. Whether you are a seasoned collector or a new player exploring the game's history, the Sapphire Charm card offers a fascinating glimpse into the early days of Magic: The Gathering.
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Card Details
The catalog profile below summarizes the card identity, featured subject, and notable collectible traits.
Catalog Profile
The core identity of the card within the set.
Featured Subject
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Featured
Sapphire Charm
Game
Magic: The Gathering
TCG Attributes
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Common
Steve Luke
Card Stock
English
{U}
Instant
U
Card Text
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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.)











