Turn
Instant
Fuse (You may cast one or both halves of this card from your hand.)

DGM (Dragon's Maze) · #134 · EN
Instant // Instant
Strony karty
Instant
Instant
Wyjaśnienie po polsku
Instant // Instant
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).
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.Dane wydruku
Legalność formatów
Charakterystyka karty
Identyfikatory i rankingi
Market i źródła zewnętrzne
Rulings
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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