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dgm set symbol

Turn // Burn

Dragon's Maze #134 uncommon
Instant // Instant |
mana symbol mana symbol mana symbol mana symbol
Turn // Burn

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Live Value $0.20
Foil Multiplier: 2.45x
Reprint Profile:
Printed 3 times ELEVATED

Reprinted 3x total; appeared once in a dedicated reprint set (Pioneer Masters).

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🗂️ Alternative Printings

30-Day Market Trend

Rarity
uncommon
Set Origin
Daily Shift
0.00%
EDHREC Rank
#19,023
Mana Cost
mana symbol mana symbol mana symbol mana symbol

Oracle Data

Card Type Instant // Instant
Color Identity Red , Blue
⚖️

Official Judge Precedents

15 Precedents

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 the affected creature gains an ability after Turn resolves, it will keep that ability.

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

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

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.

📜 Technical Attributes
Release Date: 2013-05-03
Set Name: Dragon's Maze
Artist Reference: Ryan Barger
Border Profile: black
✨ Variants & Finishes
Available Finishes Standard • Traditional Foil
Promo Status NO
Edition Status Original Printing

Sanctioned Formats

standard not_legal
modern legal
legacy legal
commander legal
pioneer legal
pauper not_legal
vintage legal
brawl legal
explorer not_legal
penny legal
predh not_legal
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