Chair // Sang
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Chair // Sang
Mana Cost:
3BlackGreen
Mana Value:
5

Types:
Rituel
Card Text:
Exilez une carte de créature ciblée d'un cimetière. Mettez X marqueurs +1/+1 sur une créature ciblée, X étant la force de la carte que vous avez exilée.
Fusion (Vous pouvez lancer une ou deux moitiés de cette carte depuis votre main.)
Expansion:
Rarity:
Rare
Card Number:
128a
Artist:
Language:
French
Rulings
4/15/2013 As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn't exile a card.
4/15/2013 The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.
4/15/2013 If you cast Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.
4/15/2013 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.
4/15/2013 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.
4/15/2013 You can choose the same object as the target of each half of a fused split spell, if appropriate.
4/15/2013 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.
4/15/2013 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
Chair // Sang
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Chair // Sang
Mana Cost:
RedGreen
Mana Value:
2

Types:
Rituel
Card Text:
Une créature ciblée que vous contrôlez inflige un nombre de blessures égal à sa force à une cible, créature ou joueur.
Fusion (Vous pouvez lancer une ou deux moitiés de cette carte depuis votre main.)
Expansion:
Rarity:
Rare
Card Number:
128b
Artist:
Language:
French
Rulings
4/15/2013 As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can't deal damage to anything. If the second target is illegal, it can't be dealt damage.
4/15/2013 The amount of damage dealt is based on the first target creature's power as Blood resolves.
4/15/2013 If you cast Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.
4/15/2013 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.
4/15/2013 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.
4/15/2013 You can choose the same object as the target of each half of a fused split spell, if appropriate.
4/15/2013 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.
4/15/2013 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
4/15/2013 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.
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