← MTG Rules

Rules guide · Instant // Instant

Turn // BurnHow it works & interactions with other cards

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

Turn // Burn 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

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.) Burn deals 2 damage to any target. Fuse (You may cast one or both halves of this card from your hand.)

Complete guide

Turn // Burn is a versatile split card that offers players the flexibility to neutralize a threat, deal damage, or do both simultaneously. Featuring the Fuse mechanic, it allows you to combine two different effects into one powerful, multicolored spell if cast from your hand.

What It Does

Turn // Burn is a split card with two distinct halves. Turn costs {2}{U} and transforms a creature into a 0/1 red Weird with no abilities until end of turn. Burn costs {1}{R} and deals 2 damage to any target. With the Fuse ability, you can pay {3}{U}{R} to cast both halves at once, provided you are casting it from your hand.

How It Resolves Step by Step

When you cast Turn // Burn as a fused spell, it enters the stack as a single multicolored spell with two targets (which can be the same creature). During resolution, the instructions are followed from left to right. First, Turn resolves: the target creature loses all its abilities and becomes a 0/1 red Weird. Next, Burn resolves: it deals 2 damage to its target. If you targeted the same creature with both, that creature will now be a 0/1 with 2 damage marked on it, causing it to be destroyed by state-based actions.

Common Mistakes

One frequent error involves timing. Turn does not counter abilities that have already triggered or been activated. If a creature has an 'enters the battlefield' ability, Turn cannot stop it because the creature is already on the battlefield by the time you can target it. Additionally, remember that while Turn sets 'base' power and toughness, existing +1/+1 counters and continuous effects like Giant Growth will still apply on top of that 0/1 base.

When to Play It

Turn // Burn is most effective when your opponent controls a creature with powerful static or triggered abilities, such as Indestructible or Ward. By using Turn, you strip those abilities away, making the creature vulnerable to Burn or combat damage. It is also an excellent tool in a pinch to simply pick off a small creature or planeswalker using the Burn side alone.

Interaction examples

Taking Down a Titan

If your opponent attacks with a massive creature, you can cast both halves of Turn // Burn targeting that creature. First, Turn makes it a 0/1 red Weird with no abilities. Then, Burn deals 2 damage to it. Because it is now a 0/1 with 2 damage, the creature is destroyed.

Fusing from Hand

If you have Turn // Burn in hand, you can choose to cast it for five mana to use both effects. However, if you discard it to pay for Big Score, you cannot later cast it from your graveyard. If an effect allowed you to cast it from the graveyard, you could only pick one side, as Fuse only works when casting from your hand.

Interaction with Counterspells

When you cast Turn // Burn as a fused spell, its mana value on the stack is 5 (the sum of 3 and 2). If an opponent casts Force of Will to counter it, the entire fused spell is countered, and neither the transformation nor the damage will occur.

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

How it works : Turn // Burn

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Turn overwrites all previous effects that set the targeted creature's power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Turn doesn't counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature's "At the beginning of your upkeep" or "When this creature enters the battlefield" abilities from triggering.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    If the affected creature gains an ability after Turn resolves, it will keep that ability.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Effects that modify the targeted creature's power or toughness, such as the effects of Phytoburst or Legion's Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

  12. #12· 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.

  13. #13· 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.

  14. #14· 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.

  15. #15· 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

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Turn // Burn

No archived Top 8 deck with this card yet.

Explore the meta
Official source