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Turn // Burn

GK1 (GRN Guild Kit) · #45 · EN

Turn // Burn

Instant // Instant

RzadkośćUncommon
PLN regular0,83 zł
PLN foil—
PLN etched—

Turn

Instant

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse (You may cast one or both halves of this card from your hand.)

Burn

Instant

Burn deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)

Turn // Burn

Instant // Instant

(Brak tekstu Oracle przekazanego; wyjaśnienia oparte na rulings)

Jak działa karta?

Turn // Burn to split card z fuse. Możesz rzucić jedną połowę albo obie (płacąc oba koszty). Jeśli fused, wykonaj Turn (lewa) najpierw, potem Burn (prawa). Cele, legalność celów i zmiany P/T działają jak w rulings: jeśli wszystkie cele są nielegalne przy rozwiązywaniu, zaklęcie nie rozwiąże się; Turn nadpisuje wcześniejsze ustawienia P/T, ale późniejsze efekty mogą je nadpisać z powrotem.

Turn // Burn to karta typu Instant // Instant. Możesz ją rzucić jako pojedynczą połowę (Turn lub Burn) albo zapłacić oba koszty i użyć fuse, rzucając jednocześnie obie połówki jako jedno zaklęcie. Jeśli rzucone zostało tylko jedno Instant, na stos trafia tylko ta połówka i ma tylko jej cechy. Jeśli rzucasz obie połówki (fused), zapłać oba koszty; fused zaklęcie ma wówczas cechy obu połówek i jego mana value to suma obu kosztów. Przy rozwiązywaniu fused zaklęcia wykonaj instrukcje lewej połowy (Turn) przed prawą (Burn). Jeśli fused zaklęcie ma wiele celów, traktuj je jak każde inne zaklęcie z wieloma celami: jeśli wszystkie cele są nielegalne w chwili rozwiązywania, zaklęcie nie rozwiąże się; jeśli przynajmniej jeden cel jest legalny, zaklęcie rozwiąże się, a działania dotyczące nielegalnych celów po prostu nic nie zrobią. Turn ustawia siłę i wytrzymałość docelowego stworzenia na konkretne wartości i nadpisuje wcześniejsze efekty, które ustawiały te wartości; jednak późniejsze efekty ustawiające P/T nadpiszą Turn. Efekty dające lub zmieniające P/T (np. +1/+1, zamiana P/T) oraz liczniki nadal działają niezależnie od tego, kiedy się zaczęły. Turn spowoduje też, że stworzenie straci wszystkie inne kolory i typy stworzenia (zachowa inne typy kart jak Artefakt). Jeśli stworzenie zdobędzie zdolność po rozwiązywaniu Turn, zatrzyma tę zdolność. Turn nie anuluje już wyzwolonych lub aktywowanych zdolności, które już wystąpiły lub wystąpią (np. nie zapobiegnie zdolności „przy wejściu na pole bitwy” od wyzwolenia).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Rzucasz fuse Turn // Burn, wybierając to samo stworzenie jako cel obu połówek. Najpierw Turn ustawi jego P/T i zmieni kolory/typy, potem Burn zada obrażenia (jeśli stworzenie stało się nielegalne dla Burn, obrażenia od tego celu nie zadadzą się).

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

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Set
GRN Guild Kit (GK1)
Data wydania
2018-11-02
Rzadkość
Uncommon
Artysta
Ryan Barger
Mana value
5
Mana cost
{2}{U} // {1}{R}
Power / Toughness
— / —
Layout / frame
split / 2015
Foil / nonfoil
nonfoil
Scryfall ID
01ce2601-ae94-4ab5-bbd2-65f47281ca28
Oracle ID
41841bbf-1c51-494b-b299-c997cce88e44
Słowa kluczowe
Fuse
Tożsamość kolorów
{R}{U}
Produkuje manę
—
Dostępne wykończenia
nonfoil
Platformy
paper
Cechy wydruku
Reprint
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
19 464
Penny rank
6 574
Multiverse IDs
456235
Arena ID
—
MTGO ID
—
TCGplayer ID
177342
Cardmarket ID
365269
Illustration ID
6f292968-be9f-469f-9491-f455c57a5149
Status obrazu
highres_scan

When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.

Effects that modify the targeted creature's power or toughness, such as the effects of Phytoburst or Legion's Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.

Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.

Turn overwrites all previous effects that set the targeted creature's power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

If the affected creature gains an ability after Turn resolves, it will keep that ability.

You can choose the same object as the target of each half of a fused split spell, if appropriate.

On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.

If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.

Turn doesn't counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature's "At the beginning of your upkeep" or "When this creature enters the battlefield" abilities from triggering.

When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.

If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.

Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.

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