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Double Jump // Flying Kick
Instant // Instant
rare
Double Jump
Instant
Put a flying counter on target creature you control. Until end of turn, it has base power and toughness 5/5. Fuse (You may cast one or both halves of this card from your hand.)
Flying Kick
Instant
Target creature you control deals damage equal to its power to target creature an opponent controls. Fuse (You may cast one or both halves of this card from your hand.)
Format Legality
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Teenage Mutant Ninja Turtles Eternal#35 | rare | · | · | · |
Related Concepts
Related Rules
Fuse
Fuse is a static ability found on some split cards (see rule 709, “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.
The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).