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Turn // Burn

Serie: Dragons Maze (DGM)

Rarity: Uncommon Dragons Maze Uncommon

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Dragons Maze
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1,95
Turn // Burn | Dragons Maze

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 Reactie plaatsen
Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
4-10-2015 16:48:00

De regel:

905.5b Each card must have a converted mana cost of three or less. Cards with {x} in their mana cost count X as zero for this purpose. ---> Split cards and double-faced cards are legal only if both of their halves would be legal independently. <---

Zie: hier

4-10-2015 16:41:00

Ja, want hij heeft 2 CMCs van 3 of minder.

4-10-2015 16:24:00

4/15/2013In every zone except the stack, split cards have two sets of characteristics and two converted mana costs. If anything needs information about a split card not on the stack, it will get two values.
Dus deze mag in een tiny leader deck, right?

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
29-10-2013 14:18:00

Nee, dat gaat niet werken.

Als je hem fuset, dan is hij blauw/rood en mag je Master of Waves er niet mee targeten, vanwege zijn protection from red.

29-10-2013 14:12:00

Als ik deze fuse, kan ik dan een Master of Waves destroyen?

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
7-5-2013 11:01:00

Met Fuse is het één (samengestelde) spell, dus hij triggert 1 keer, dus hij krijgt +3/+0.

7-5-2013 10:58:00

Vraagje

Er ligt bij mij een Nivix Cyclops ik doe fuse op en ander beest krijgt de cyclops + 3 + 0 of + 6 + 0?

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
28-4-2013 19:40:00

Turn // Burn

met de spaties

Turn // Burn

28-4-2013 19:33:00

hoe maak je een linkje met deze kaarten? {=...}?

Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
15-4-2013 10:42:00

"copy the spell for each other creature that spell could target. Each copy targets a different one of those creatures."


Ik zie er niet staan dat je nieuwe targets zou mogen kiezen.

Goose (6) Offline Profiel Stuur persoonlijk bericht
15-4-2013 10:02:00

Ik heb een vraagje over deze in combinatie met een Ink-Treader Nephilim.

Stel er liggen wat beestjes in het spel, ik heb de Nephilim en deze.
Ik fuse Turn // Burn en target mijn nephilim.
Wat ik denk dat er gebeurd:

Een boardsweep. Alles wordt 0/1 en krijgt 2 damage.

Wat ik niet weet:

Kan ik voor elke copy nieuwe targets kiezen? Dus ipv een Hill Giant af te schieten, de 2 damage naar mijn opponent sturen?

Fuse vind ik nog een beetje vaag, maar het zal eigenlijk wel meevallen hoe ingewikkeld het is (hoop ik )

Alvast bedankt!

15-4-2013 02:00:00

Lees de reminder van fuse (nee dus).

15-4-2013 01:43:00

Nog even voor de tragere mensen onder ons: Deze mag dus, gefused en wel, in zijn geheel uit een isochron scepter gekotst worden?

Official Rules Advisor Johan (62) Offline Profiel Stuur persoonlijk bericht
15-4-2013

@Bastiaan; Bij de Isochron Scepter staat het in de rulings aangegeven:

12/1/2004 If the copied card is a split card, you may choose to cast either side of the split card, but not both. The split cards Fire/Ice, Illusion/Reality, Night/Day, Stand/Deliver, and Wax/Wane all have at least one side with converted mana cost 2 or less.)

Er hoeft maar 1 kant te zijn met CMC2 of minder om te kunnen imprinten, maar voor de activated ability mogen beide kanten gekozen worden, dus Xander heeft het bij het juiste eind.

14-4-2013 23:37:00

@Xander

Is dat zo? Mag je een kaart als deze imprinten ondanks dat je voor één van de 2 delen een cmc van 3 heeft?
Volgens mij namelijk niet.

Oracle

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.)

Tournooi-info

Legal in: Vintage, Legacy, Modern, Commander

Officiele rulings

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

4/15/2013
If the affected creature gains an ability after Turn resolves, it will keep that ability.

4/15/2013
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.

4/15/2013
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.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
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.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

4/15/2013
To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

4/15/2013
You can choose the same object as the target of each half of a fused split spell, if appropriate.

4/15/2013
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.

4/15/2013
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

4/15/2013
On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

4/15/2013
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.

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