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Rules guide · Sorcery // Sorcery

Give // TakeHow it works & interactions with other cards

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

Give // Take 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

Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.) Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)

Complete guide

Give // Take is a versatile Simic split card that offers both creature enhancement and powerful card draw. Thanks to the Fuse mechanic, you can utilize each side individually or combine them into a single, high-impact spell to cycle through your deck.

What It Does

Give // Take allows you to choose between putting three +1/+1 counters on a creature for three mana, or removing all +1/+1 counters from a creature you control to draw cards equal to the number of counters removed. Because it has Fuse, you can cast both halves from your hand for a total of six mana, essentially turning the spell into a draw engine that yields at least three cards.

Step-by-Step Resolution

When you cast Give // Take as a fused spell, you follow the instructions from left to right. First, you put three +1/+1 counters on the target creature designated for Give. Second, the game checks the target for Take; you remove all +1/+1 counters from that creature and draw that many cards. If you targeted the same creature for both halves, you will always draw at least three cards, even if the creature had no counters on it initially.

Common Mistakes

A common misconception involves casting Give // Take from zones other than your hand. Fuse only functions when casting from your hand; if you cast it from your graveyard or library, you must pick only one half. Additionally, remember that while Take requires you to control the creature, Give can target any creature on the battlefield, including those owned by opponents. Finally, if you cast both halves, the spell's mana value on the stack is 6.

When to Play It

This card shines in 'counters-matter' decks where you can reset a creature's utility or cash in a creature that is about to be destroyed for a fresh hand. It is most effective when you have a creature that already has counters on it, allowing Take to draw a massive amount of cards, or when you simply need to dig deeper into your deck to find a win condition.

Interaction examples

Maximizing Card Draw

You cast Give // Take fused, targeting your own Grizzly Bears with both halves. First, Give puts three +1/+1 counters on the Bear. Then, Take removes those three counters (plus any that were already there) and you draw three or more cards.

Free Fusing with Expertise

You cast Rishkar's Expertise to draw cards, then use its secondary effect to cast a spell with mana value 5 or less for free. Since Give // Take is in your hand, you can choose to Fuse it. Even though the combined mana value is 6, the game checks the individual halves in your hand, and you can successfully cast the fused spell for free.

Massive Card Advantage

In a game where you have several creatures, you can use Give // Take to buff a creature to trigger Ferocious for Shamanic Revelation. By casting Give on a 1/1 creature, it becomes a 4/4, ensuring you gain 4 life for each large creature when you subsequently resolve your Shamanic Revelation.

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

How it works : Give // Take

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· 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.

  3. #3· 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.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

  12. #12· Wizards of the Coast

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

    No other card is named in this ruling.

02

Legal formats

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