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Give // Take
Sorcery // Sorcery
uncommon
Give
Sorcery
Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.)
Take
Sorcery
Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)
Format Legality
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Printings (3)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Pioneer Masters#389 | uncommon | · | · | · |
| The List#DGM-129 | uncommon | · | · | · |
| Dragon's Maze#129 | uncommon | · | · | · |
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”).
Rulings
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.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
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.
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.
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.
If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
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.
You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
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.
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.
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.
You can choose the same object as the target of each half of a fused split spell, if appropriate.