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Rules guide · Sorcery // Sorcery

Beck // CallHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Dragon's Maze· May 3, 2013
Carte Magic Beck // Call

Beck // Call is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

Whenever a creature enters this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.) Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this card from your hand.)

Complete guide

Beck // Call is a versatile split card that can provide massive card advantage or a sudden aerial army. Thanks to the Fuse keyword, you can choose to cast either half individually or combine them into a single powerful effect that turns tokens into fresh cards in your hand.

Understanding Fuse and Split Cards

Beck // Call features two distinct sorcery spells on one card. While in your hand, you can pay {G}{U} to cast Beck or {4}{W}{U} to cast Call. However, if you cast it from your hand, you may pay the combined cost of {4}{G}{W}{U}{U} to Fuse them. When Fused, the spell has a mana value of 8 and resolves from left to right: first setting up the draw trigger, then creating the tokens.

Resolving the Triggered Ability

Beck sets up a delayed triggered ability that lasts for the entire turn. Every time a creature enters the battlefield—whether under your control or an opponent's—you may draw a card. If you Fused the spell, the Birds created by the Call half will enter while Beck's effect is already active, triggering four times. Note that Beck uses 'may,' so you can choose not to draw if your library is low.

Common Mistakes

A frequent error occurs when casting this card from zones other than the hand, such as from the graveyard or library. In these cases, you cannot use Fuse; you must choose only one half to cast. Additionally, remember that Beck does not care who the creature belongs to; if an opponent plays a creature after Beck resolves, you still get the option to draw.

When to Play It

Call is best used when you need immediate board presence to block or pressure an opponent. Beck is most effective when paired with low-cost creatures or token generators. Fusing both is the ultimate late-game play to refill your hand while establishing four flying threats simultaneously.

Interaction examples

Fusing for Maximum Value

You cast Beck // Call from your hand for {4}{G}{W}{U}{U}. First, Beck resolves, creating a rule for the rest of the turn that lets you draw when a creature enters. Then, Call resolves and creates four 1/1 white Bird tokens. Since these four creatures just entered, Beck triggers four times, allowing you to draw up to four cards.

Managing Hand Size

After casting a Fused Beck // Call and drawing four cards, you might exceed your hand size limit. If you then cast Sea Gate Restoration, you can double your current hand count and gain a permanent 'no maximum hand size' effect, ensuring you keep all the resources Beck provided.

Refilling the Hand

If you have already cast spells like Treasure Cruise earlier in the game, your graveyard might be empty, making Delve difficult. By casting Beck // Call, you put a high-value card into your graveyard after it resolves, potentially helping fuel a future Treasure Cruise while having used the Birds to defend your life total.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Beck // Call

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Beck triggers when any creature enters the battlefield, no matter who controls it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast Beck // Call as a fused split spell, the triggered ability it creates will be in effect when the Bird creature tokens enter the battlefield. You’ll draw up to four cards.

    Card named in this ruling

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

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

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

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

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    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.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

The Locust God
+Beck // Call
#1

The Locust God + Beck // Call

Infinite card drawNear-infinite creature tokens with hasteNear-infinite creature ETB
  1. 1Cast Beck for {U}{G}, allowing you to draw a card whenever a creature enters the battlefield this turn.
  2. 2Activate The Locust God for {2}{U}{R}, drawing a card and then discarding a card.
  3. 3The Locust God triggers, creating a 1/1 Insect creature token.
  4. 4Beck triggers, allowing you to draw a card.
  5. 5Repeat steps 3-4.
Nadir Kraken
+Beck // Call
+Ashnod's Altar
#2

Nadir Kraken + Beck // Call + Ashnod's Altar

Infinite card drawInfinite draw triggersNear-infinite +1/+1 counters on a creatureNear-infinite colorless mana
  1. 1Cast Beck by paying {G}{U}.
  2. 2Draw a card.
  3. 3Nadir Kraken triggers, causing you to pay {1} to put a +1/+1 counter on it and create a 1/1 Tentacle creature token.
  4. 4When the Tentacle enters the battlefield, Beck triggers.
  5. 5Holding priority, activate Ashnod's Altar by sacrificing the Tentacle, adding {C}{C}.
  6. 6Resolve the Beck trigger, causing you to draw a card.
  7. 7Repeat from step 3.
Beck // Call
+Llanowar Mentor
+Phyrexian Altar
+Intruder Alarm
#3

Beck // Call + Llanowar Mentor + Phyrexian Altar + Intruder Alarm

Infinite draw triggersInfinite lootingInfinite self-discard triggersNear-infinite death triggers
  1. 1Cast Beck by paying {G}{U}, allowing you to draw a card whenever a creature enters the battlefield this turn.
  2. 2Activate Llanowar Mentor by paying {G}, tapping it and discarding a card, creating a 1/1 Llanowar Elves creature token.
  3. 3The Llanowar Elves token enters the battlefield, triggering Intruder Alarm and Beck.
  4. 4Resolve the Intruder Alarm trigger, untapping all creatures.
  5. 5Resolve the Beck trigger, causing you to draw a card.
  6. 6Activate Phyrexian Altar by sacrificing the Llanowar Elves token, adding {G}.
  7. 7Repeat from step 2.
Nadir Kraken
+Beck // Call
+Phyrexian Altar
#4

Nadir Kraken + Beck // Call + Phyrexian Altar

Infinite card drawInfinite draw triggersNear-infinite +1/+1 counters on a creatureNear-infinite death triggers
  1. 1Cast Beck by paying {G}{U}.
  2. 2Draw a card.
  3. 3Nadir Kraken triggers, causing you to pay {1} to put a +1/+1 counter on it and create a 1/1 Tentacle creature token.
  4. 4When the Tentacle enters the battlefield, Beck triggers.
  5. 5Holding priority, activate Phyrexian Altar by sacrificing the Tentacle, adding {1}.
  6. 6Resolve the Beck trigger, causing you to draw a card.
  7. 7Repeat from step 3.
Beck // Call
+Llanowar Mentor
+Earthcraft
+Intruder Alarm
#5

Beck // Call + Llanowar Mentor + Earthcraft + Intruder Alarm

Infinite draw triggersInfinite lootingInfinite self-discard triggersNear-infinite creature tokens
  1. 1Cast Beck by paying {G}{W}, allowing you to draw a card whenever a creature enters the battlefield this turn.
  2. 2Activate a basic Forest you control by tapping it, adding {G}.
  3. 3Activate Llanowar Mentor by paying {G}, tapping it and discarding a card, creating a 1/1 Llanowar Elves creature token.
  4. 4The Llanowar Elves token enters the battlefield, triggering Intruder Alarm and Beck.
  5. 5Resolve the Intruder Alarm trigger, untapping all creatures.
  6. 6Resolve the Beck trigger, causing you to draw a card.
  7. 7Activate Earthcraft by tapping the Llanowar Elves token, untapping a basic Forest you control.
  8. 8Repeat from step 2.
Chivalric Alliance
+Ashnod's Altar
+Beck // Call
#6

Chivalric Alliance + Ashnod's Altar + Beck // Call

Infinite draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite death triggers
  1. 1Cast Beck by paying {G}{U}.
  2. 2Activate Chivalric Alliance by paying {2} and discarding a card, creating a 2/2 Knight creature token.
  3. 3When the Knight enters the battlefield, Beck triggers, causing you to draw a card.
  4. 4Activate Ashnod's Altar by sacrificing the Knight, adding {C}{C}.
  5. 5Repeat from step 2.
Pegasus Refuge
+Ashnod's Altar
+Beck // Call
#7

Pegasus Refuge + Ashnod's Altar + Beck // Call

Infinite draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite death triggers
  1. 1Cast Beck by paying {G}{U}.
  2. 2Activate Pegasus Refuge by paying {2} and discarding a card, creating a 1/1 Pegasus creature token.
  3. 3When the Pegasus enters the battlefield, Rite of Harmony triggers, causing you to draw a card.
  4. 4Activate Ashnod's Altar by sacrificing the Pegasus, adding {C}{C}.
  5. 5Repeat from step 2.
Scuttletide
+Ashnod's Altar
+Beck // Call
#8

Scuttletide + Ashnod's Altar + Beck // Call

Infinite draw triggersInfinite rummagingInfinite self-discard triggersNear-infinite colorless mana
  1. 1Cast Beck by paying {G}{U}.
  2. 2Activate Scuttletide by paying {1} and discarding a card, creating a 0/3 Crab creature token.
  3. 3When the Crab enters the battlefield, Beck triggers, causing you to draw a card.
  4. 4Activate Ashnod's Altar by sacrificing the Crab, adding {C}{C}.
  5. 5Repeat from step 2.

Related cards and tokens

03

Legal formats

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