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Toil // Trouble

DGM (Dragon's Maze) · #133 · EN

Toil // Trouble

Sorcery // Sorcery

RzadkośćUncommon
PLN regular0,44 zł
PLN foil2,14 zł
PLN etched—

Toil

Sorcery

Target player draws two cards and loses 2 life.
Fuse (You may cast one or both halves of this card from your hand.)

Trouble

Sorcery

Trouble deals damage to target player equal to the number of cards in that player's hand.
Fuse (You may cast one or both halves of this card from your hand.)

Toil // Trouble

Sorcery // Sorcery

(Brak oracla przekazanego; zastosowano rulingi dotyczące split i fuse przekazane przez źródło.)

Jak działa karta?

Toil // Trouble to split card z możliwością fuse. Możesz zagrać jedną połowę (tylko jej koszt i efekt) lub obie przez zapłacenie obu kosztów (fuse). Fused spell działa jak jedno zaklęcie: sumaryczny koszt, ewentualna wielokolorowość, a przy rozwiązywaniu wykonaj najpierw lewą połowę, potem prawą. Cele traktuj jak w zwykłym zaklęciu z wieloma celami.

Toil // Trouble to karta podzielona (split) z możliwością fuse. Każda połowa jest osobnym czarem sorcery: lewa połowa (Toil) i prawa połowa (Trouble). Możesz zagrać tylko jedną połowę — wtedy na stos trafia tylko charakterystyka tej połowy, jej koszt many i jej kolor. Alternatywnie, jeśli zagrywasz kartę z ręki, możesz zapłacić oba koszty many i użyć fuse, wtedy na stos trafia jedno zaklęcie będące połączeniem obu połówek. Takie fused zaklęcie ma na stosie sumaryczny koszt many (suma obu kosztów) i, jeśli połowy mają różne kolory, zaklęcie jest wielokolorowe. Po rozwiązaniu fused spella wykonaj najpierw efekt lewej połowy (Toil), a potem prawej (Trouble). Jeśli wskazałeś te same cele dla obu połówek, to dozwolone — przy rozwiązywaniu oba efekty biorą pod uwagę stan gry w momencie ich wykonywania; nie ma przerw między nimi pozwalających na interakcję celu pomiędzy efektami. Gdy fused spell ma wiele celów, a przynajmniej jeden cel jest nadal legalny przy rozwiązywaniu, zaklęcie rozwiązuje się; nielegalne cele po prostu nic nie robią. Jeśli wszystkie cele są nielegalne, zaklęcie nie rozwiązuje się wcale.

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Zagrywasz Toil // Trouble z ręki jako fused spell, płacisz oba koszty. Na stos wchodzi jedno zaklęcie. Kiedy się rozwiązuje, najpierw wykonuje się efekt Toil (np. przeciwnik dobiera dwie karty), a zaraz potem wykonuje się efekt Trouble (np. zadaje obrażenia równe liczbie kart w ręce przeciwnika). Jeśli wskazałeś tego samego gracza jako cel dla obu efektów, obie części będą go dotyczyć i liczba kart policzona dla Trouble uwzględni karty, które gracz miał podczas rozwiązywania Trouble — nie ma możliwości wykonania działań między Toil i Trouble przez celu, które zmieniłyby liczbę kart między tymi dwoma efektami).

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Set
Dragon's Maze (DGM)
Data wydania
2013-05-03
Rzadkość
Uncommon
Artysta
Nils Hamm
Mana value
6
Mana cost
{2}{B} // {2}{R}
Power / Toughness
— / —
Layout / frame
split / 2003
Foil / nonfoil
foil nonfoil
Scryfall ID
15bb3454-e3bb-4af9-9e93-461e210c26b7
Oracle ID
97759579-b676-46e8-b566-fcad10751920
Słowa kluczowe
Fuse
Tożsamość kolorów
{B}{R}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
19 795
Penny rank
5 494
Multiverse IDs
369032
Arena ID
—
MTGO ID
48536
TCGplayer ID
67877
Cardmarket ID
261216
Illustration ID
fd64385b-83bc-447d-989d-aff2313235f5
Status obrazu
highres_scan

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.

If you cast Toil // Trouble as a fused split card and choose to target the same player twice, the two drawn cards are counted when determining how much damage is dealt. The player can't do anything between the effects of Toil and Trouble to have fewer cards in their hand.

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.

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.

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 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.

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

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.

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 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.

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

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