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BLOG >Curso > Dar // Receber

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Give // Take image
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NomeDar // Receber Edit card
PadrãoGive // Take
TipoFeitiçaria
DescriçãoColoque três marcadores +1/+1 na criatura alvo. Fusão (Você pode conjurar uma ou ambas as metades deste card da sua mão.) Remova todos os marcadores +1/+1 da criatura alvo que você controla. Compre esse número de cards. Fusão (Você pode conjurar uma Ver mais
ArtistaSteve Prescott & Steve Prescott
EdiçãoMestres Pioneiros #94683
WallpaperGive // Take Crop image Wallpaperdownload
ImagemGive // Take Full hd imagedownload
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Sobre Dar // Receber

Dar // Receber, Feitiçaria, desenhada por Steve Prescott & Steve Prescott lançada primeiramente em May, 2013 na edição Dragon's Maze e foi impressa exatamente em 3 formas diferentes. Vê jogo em 1 formatos: Commander.

Um deck focado em sinergias de contadores +1/+1, como um deck de contadores Simic ou Selesnya em Magic: the Gathering, se beneficiaria da inclusão de Give // ​​Take, pois fornece uma opção versátil tanto para buffar uma criatura quanto para comprar cartas. No entanto, existem cartas potencialmente melhores para cada efeito individualmente, como Hardened Scales para contadores e Blue Sun's Zenith para compra de cartas, então a decisão de incluir Dar // Receber dependeria da estratégia específica e da sinergia do baralho.

Decks top 8 com Dar // Receber

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Regras

15/04/13

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.

15/04/13

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.

15/04/13

If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.

15/04/13

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.

15/04/13

On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

15/04/13

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.

15/04/13

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.

15/04/13

To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

15/04/13

When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

15/04/13

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.

15/04/13

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

15/04/13

You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.

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