GRN Guild Kit (gk1)
#45 • uncommon • English • Non-Foil
#45 • uncommon • English • Non-Foil
Turn // Burn
// 
2
1
Instant // 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 deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Fuse (You may cast one or both halves of this card from your hand.)
//
Burn deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Illustrated by Ryan Barger
Links
Legalities
Not Legal
Legal
historicLegal
pioneerLegal
ModernLegal
LegacyNot Legal
Legal
vintageLegal
CommanderLegal
brawlNot Legal
Rulings
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
If the affected creature gains an ability after Turn resolves, it will keep that ability.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
You can choose the same object as the target of each half of a fused split spell, if appropriate.
2013-04-15 • wotc
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.
2013-04-15 • wotc
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc
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.
2013-04-15 • wotc