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Catch // Release

DGM (Dragon's Maze) · #125 · EN

Catch // Release

Sorcery // Sorcery

RzadkośćRare
PLN regular0,66 zł
PLN foil2,45 zł
PLN etched—

Catch

Sorcery

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)

Release

Sorcery

Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker of their choice.
Fuse (You may cast one or both halves of this card from your hand.)

Catch // Release

Sorcery // Sorcery

(Brak udostępnionego tekstu Oracle w wejściu.)

Jak działa karta?

Split karta: Catch przejmuje kontrolę nad celem; Release każdemu z graczy każe wybrać permanenty określonych typów, które następnie są jednocześnie poświęcane. Możesz zapłacić oba koszty, by zagrać obie połowy (fuse) — wtedy wykonuje się najpierw Catch, potem Release.

Catch // Release to split karta z dwiema sorcery-połowami. Gdy ją rzucasz normalnie, wybierasz którą połowę rzucasz; możesz też zapłacić oba koszty (zapłacić za obie połowy) aby rzucić ją jako fused split spell — wtedy wykonują się instrukcje obu połówek, lewa (Catch) pierwsza, potem prawa (Release). Catch: przejmujesz kontrolę nad celem — dowolnym permanentem (może być już od ciebie). Release: przy rozwiązywaniu aktywny gracz wybiera dla każdego wymienionego typu permanent, który on kontroluje; potem każdy inny gracz w kolejności robi to samo; wszystkie wybrane permanenty są następnie jednocześnie poświęcane. Na stosie fused spell ma kolor(y) i mana value równe sumie obu połówek. Jeżeli jakieś cele są nielegalne przy rozwiązywaniu fused spella z wieloma celami, rozwiązuje się tylko część dotycząca legalnych celów zgodnie z normalnymi zasadami.

Ważne interakcje

Częste pomyłki

Przykład

Przykład fused: Zapłacisz oba koszty i rzucisz obie połowy. Najpierw przejmujesz kontrolę nad celem (Catch), potem każdemu z graczy każdorazowo pozwalasz wybrać po jednym permanencie dla każdego wymienionego typu i wszystkie wybrane zostaną jednocześnie poświęcone (Release). Możesz nawet wybrać jako cel Catch permanent, który już kontrolujesz; jeśli rzucasz obie połowy z ręki i przejąłeś permanent, możesz go następnie wybrać do poświęcenia.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

Zaloguj się, aby zgłosić błąd opisu

Set
Dragon's Maze (DGM)
Data wydania
2013-05-03
Rzadkość
Rare
Artysta
Kev Walker
Mana value
9
Mana cost
{1}{U}{R} // {4}{R}{W}
Power / Toughness
— / —
Layout / frame
split / 2003
Foil / nonfoil
foil nonfoil
Scryfall ID
29968873-56f3-4528-ab0b-f11dd67dd162
Oracle ID
a7df5dc0-2564-4288-bc53-59affd896f79
Słowa kluczowe
Fuse
Tożsamość kolorów
{R}{U}{W}
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
25 435
Penny rank
5 948
Multiverse IDs
368982
Arena ID
—
MTGO ID
48512
TCGplayer ID
67947
Cardmarket ID
261492
Illustration ID
cc953d3c-7790-4cec-818a-1a112ad57a2e
Status obrazu
highres_scan

To resolve Release, the active player chooses a permanent they control for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously.

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 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.

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

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 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.

Catch can target any permanent, including one that’s untapped or one you already control.

If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.

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.

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.

If you control an artifact creature, a nonartifact creature, and no other artifacts or creatures, you must sacrifice both permanents. You must choose the artifact creature as the artifact and the nonartifact creature as the creature. The same is true for any combination of types—you sacrifice a number of permanents as close to five as possible.

Pełny rekord źródłowy JSON
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