A fused Give//Take adds the counters before it removes them.

Fuse cards! Another head-scratcher at our prerelease, these cards are fun little upgrades to the Split cards of yesteryear. Just like the old versions, you can pick which of the two halves you’d rather cast. UNLIKE the old ones, you can go Old El Paso on your opponent and pick both. You can ONLY fuse a Fuse spell from your hand, and it will be treated as one spell that does the left half’s instructions, then the right half’s. Every time.

So, when you fuse Give & Take, you have a blue and green spell that costs 4UG and reads “Put 3 +1/+1 counters on target creature. Remove all +1/1 counters from target creature you control. Draw that many cards.” So, you have a couple of options with the fused spell. You can pump up one creature and pull the counters off of another, so you draw and get a pump. Or you can aim both halves at the same critter, drawing at least 3 cards when the spell resolves. If your creature has no counters, Give will give it three, Take will take them away, and you’ll get 3 cards for your trouble. But if the creature already has a whole mess of counters, you get a whole mess of cards! Give//Take aimed at your Fathom Mage with 4 counters already on it will give you a net total of TEN cards [three from the Mage’s triggers, and another 7 from Take].

Today’s Rules Tip written by Trevor Nunez

Sharing is Caring - Click Below to Share