Fuse cards function similarly to spells with multiple modes, like Cryptic Command. They have distinct effects on each half but are considered a single spell. When a player casts a split card with fuse from their hand, they can choose to cast both halves of that split card. This choice is made before placing the split card with fuse. Fuse allows players to cast either Fire or Ice, not FireIce.
Fuse cards are static abilities found on some split cards, which act like two cards in one. They only allow one side or the other, but not both. When on the stack fused, special rules regarding fused spells apply. Fused cards have two sides that allow players to play one or both halves. Each has a separate mana cost, meaning you might only afford one piece. However, if you have the fused card, you can cast both sides as a single spell all at once.
A fused spell is still only one spell, even though it has the characteristics of both halves. Abilities that trigger when you cast a spell will trigger once. Counterspells will also trigger once. A fused spell has a total mana value equal to both halves of the spell added together.
Fused spells have the characteristics of both halves. For example, if you fuse Far / Away, you end up with a UB multicolored spell. Fuse cards function similarly to spells with multiple modes, like Cryptic Command. To cast a fused split spell, pay both of its mana costs.
Dragon’s Maze introduced split cards with Fuse, an ability that lets players cast both halves as one spell. Split cards always count as a single card, and having one card on the stack representing two spells would be an absolute headache.
📹 LEARN IN MINUTES how to fuse two cards together | Saturday Sorcery Chris Westfall tutorial
Learn how to do a new magic effect for FREE every week. This week we have Chris join us to teach his effect Fused. Have an …
What is the CMC of fuse cards?
When a spell or ability compares a fuse card’s converted mana cost (CMC) to another item, it compares both halves of the fuse card. This logic applies when counterbalance’s triggered ability resolves, comparing the converted mana cost of the spell on the stack to both halves of the fuse card. When dark confidant’s triggered ability resolves, it looks at the converted mana cost of the spell, calculating both halves, and calculating the loss of life.
Do wizards get 2 spells every level?
As a wizard, you can add two spells of your choice to your spellbook for free each time you gain a wizard level. These spells must be of a level for which you have spell slots, as shown on the Wizard table. You may find other spells during your adventures. Additionally, you can regain some magical energy by studying your spellbook. Once a day, you can choose expended spell slots to recover, with a combined level equal to or less than half your wizard level. For instance, a 4th-level wizard can recover up to two levels worth of spell slots.
Can you cast both sides of a split card?
Casting one half of a split card is not possible, as it moves to the graveyard and only counts as a single spell when in the graveyard. This means that the value of one half of a card must be considered, as it cannot be played without Aftermath. Aftermath is an ability on some split cards that allows only half of the card to be cast from the graveyard. For example, Driven/Despair has Aftermath, making it beneficial to play Driven as fast as possible to unlock the potential to use Despair.
The color of a card can be a mix of red and blue, as long as it isn’t on the stack. For example, Fire/Ice has one red card and one blue card, with the blue card being an instant that taps another permanent controlled by an opponent. However, Fire, the red card, deals two damage split between one or two targets at instant speed, allowing it to target a permanent with blue protection.
Do split cards count as two spells?
Split cards do not count as two spells in your graveyard, but as a single card and spell. The fuse mechanic in Dragon’s Maze allows you to play both sides of a split card if you pay their mana costs combined. However, most split cards do not have this mechanic, so you need to choose one side to cast. This is a common issue in games like Crackling Drake, where it’s only one instant or sorcery.
Can you use two spells?
A bonus action is a swift spell that requires a bonus action on your turn, unless you have already taken one this turn. You cannot cast another spell during the same turn, except for a cantrip with a casting time of 1 action. Some spells can be cast as reactions, which take a fraction of a second and are cast in response to an event. Longer casting times, such as minutes or hours, require you to spend your action each turn casting the spell and maintain your concentration. If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over.
Can you cast both expansion and explosion?
It is not possible to cast a split card in both halves simultaneously.
Are fuse cards multicolor?
Split cards with fuse exhibit a duality of monochromatic halves, distinguished by their chromatic differences. The casting of a fused split spell results in the creation of a multicolored spell, whereas the casting of only one half results in the spell’s color, even if it is not on the stack.
Are multicolored spells both colors?
Multicolored cards require mana from two or more different colors to be played, combining the philosophy and mechanics of all colors used in the spell’s cost. Examples include Quicksilver Dagger and Niv-Mizzet, the Firemind, which combine blue’s ability to draw cards with red’s ability to deal direct damage. Two-color hybrid cards, introduced in Ravnica: City of Guilds, have costs that can be paid with either color of mana but are still considered multicolored.
The design of hybrid cards revolves around the mechanics and philosophies of the two colors, distinguished by a gradient frame. Multicolored cards are generally more powerful than single-color and hybrid cards due to the restriction of using all colors in the mana cost. In sets where multicolor is the major theme, there is usually some form of mana fixing at common to facilitate playing multicolored cards at common.
Can sunforger cast wear and tear?
Sunforger cannot cast adventures as they are creatures in any zone except your hand. Wear//Tear is a great card, but fuse only applies when cast from your hand. If a spell has X in its casting cost, it always equals 0 when cast from your library. Sunforger can technically cast Heliod’s Intervention, but won’t provide desired results. However, spells with optional additional costs, like kicker or buyback, can be cast with Sunforger, as the mana value doesn’t change.
Can you cast wear and tear at the same time?
It is not possible to cast both halves simultaneously.
Do fuse spells count as two spells?
The Fuse card feature enables players to cast both halves of a split card from their hand simultaneously, by paying the mana cost of each half. In essence, the act of fusing two halves of a split card constitutes the casting of a single spell, rather than two distinct ones. The card feature was first introduced in Dragon’s Maze ten years ago and subsequently featured in Universes Beyond Doctor Who, Machine Commander, and Fallout.
📹 What IS Fuse?!
Split cards are usually a good thing, giving you flexibility in your spells on a single card. But sometimes, you want both effects that …
Add comment