Split Cards (fuse mechanic)

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Posted on July 13, 2013, 8:23 p.m. by Eric1827

So I was thinking with the fuse mechanic I could play a spell in-between the 2 spell. For example l have Master Biomancer already on board. Then put spells on stack in following order so they are played as follows. Give , then Young Wolf , Finally a Take . So that I can draw 5 cards instead of just 2.

apt142 says... #2

Doesn't work like that unfortunately.

Fuse effects take both halves of the card and resolve them as one spell. You can't have an effect resolve in the middle of a spell resolving. You can time it before or after the pair but not between.

July 13, 2013 8:32 p.m.

Even if Fuze cards did resolve as two separate spells, Young Wolf is a creature without Flash, so it can only be cast at sorcery speed, i.e. when the stack is empty.

July 13, 2013 8:39 p.m.

kanofudo says... #4

Just summon the wolf, then give and take him. you'll still get 5 cards

July 13, 2013 9:05 p.m.

Eric1827 says... #5

I belive that sorcery speed / instant speed only which phase it can be cast not if the stack is empty or not.

July 13, 2013 9:15 p.m.

kanofudo says... #6

  1. summon wolf. he gets 2 counters from biomancer
  2. cast give / take.
  3. give resolves, wolf gets 3 more counters, 5 total
  4. take resolves, remove 5 counters, get 5 cards
  5. profit.
July 13, 2013 9:18 p.m.

Eric1827 says... #7

no the point of give take is to give counters to Master Biomancer and draw as a secondary. and this way I would only draw 2 from the Young Wolf , but with the board I had I could have drawn more from a 6 or 7c Cloudfin Raptor

July 13, 2013 9:20 p.m.

raithe000 says... #8

No, sorceries can only be played on your turn in the main phase while the stack is empty. Instants can be played whenever you get priority.

A fused card is considered one spell. Its effects read from left to right, but it is a single spell, so you can't do anything in between its effects.

July 13, 2013 9:52 p.m.

Eric1827 says... #9

Kanfudio for that to work out young wolf would have to be on the board to be targetable by take in any play you would want the counters on Master Biomancer a lot more it would pump any creature that gets put on your field. i.e. I would take the counters off of the cloudfin that's has 6 or 7c's instead this would max out my hand but I would most likely have land to discard at end of turn. Making your Biomancer Big in turn makes everything else on your field big. Then with cards like Unsummon and Wildwood Rebirth in the side I can get them back If things like field wips become a problem.

July 14, 2013 2:05 p.m.

This discussion has been closed