← MTG Rules

Rules guide · Sorcery // Sorcery

Catch // ReleaseHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Dragon's Maze· May 3, 2013
Carte Magic Catch // Release

Catch // Release 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

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.) 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.)

How it works : Catch // Release

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

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

    No other card is named in this ruling.

  2. #2· 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.

  3. #3· Wizards of the Coast

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

    No other card is named in this ruling.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

  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.

  13. #13· Wizards of the Coast

    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.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Catch // Release

No archived Top 8 deck with this card yet.

Explore the meta
Official source