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Catch // Release

Serie: Dragons Maze (DGM)

Rarity: Rare Dragons Maze Rare

Komt voor in

Serie Normaal Foil
Dragons Maze
 7
0,30
 5
0,75
Catch // Release | Dragons Maze

 Op voorraad 

€ 0,30 (7x)

 Kopen

FOIL 

€ 0,75 (5x)

 Kopen

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 Reactie plaatsen
Global Moderator NederMagic Rules Advisor Xander (1) Offline Profiel Stuur persoonlijk bericht
22-9-2013 16:58:00

Ja.

Zie ook de rulings: "To resolve Release, the active player chooses a permanent he or she controls for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously."

david (4) Offline Profiel Stuur persoonlijk bericht
22-9-2013 16:49:00

Kan je een aura sacrificen van een creature die je ook sacriced?

13-5-2013 18:55:00

Cast hem niet uit je hand, dus mag maar een kant kiezen.

13-5-2013 16:58:00

Wat is het antwoord dan, zeepoog

13-5-2013 15:15:00

hoe werkt deze precies met Jhoira of the Ghitu? kan ik wanneer de suspend over is kiezen of ik een van de twee of beide speel?

never mind ik heb het antwoord al gevonden

Oracle

Sorcery 

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
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
Catch can target any permanent, including one that’s untapped or one you already control.

4/15/2013
If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.

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
To resolve Release, the active player chooses a permanent they control for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously.

4/15/2013
If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.

4/15/2013
If you control an artifact creature, a nonartifact creature, and no other artifacts or creatures, you must sacrifice both permanents. You must choose the artifact creature as the artifact and the nonartifact creature as the creature. The same is true for any combination of types-you sacrifice a number of permanents as close to five as possible.

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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