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Toil // Trouble

Toil // Trouble

Sorcery // Sorcery

uncommon

Toil

Sorcery

Target player draws two cards and loses 2 life. Fuse (You may cast one or both halves of this card from your hand.)

Trouble

Sorcery

Trouble deals damage to target player equal to the number of cards in that player's hand. Fuse (You may cast one or both halves of this card from your hand.)

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Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Pioneer Masters#395uncommon···
Dragon's Maze#133uncommon···

Related Concepts

Fuse

A keyword ability that allows a player to cast both halves of a split card. See rule 702.102, “Fuse.”

Related Rules

702.102a

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.

709.4d

The characteristics of a fused split spell on the stack are also those of its two halves combined (see rule 702.102, “Fuse”).

Rulings

2013-04-15

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

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

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

If you cast Toil // Trouble as a fused split card and choose to target the same player twice, the two drawn cards are counted when determining how much damage is dealt. The player can't do anything between the effects of Toil and Trouble to have fewer cards in their hand.

2013-04-15

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

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

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

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

2013-04-15

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

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

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