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Wear // TearHow it works & interactions with other cards

By the ManaCount desk· 3 min read· March of the Machine Commander· April 21, 2023
Carte Magic Wear // Tear

Wear // Tear 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

Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.) Destroy target enchantment. Fuse (You may cast one or both halves of this card from your hand.)

Complete guide

Wear // Tear is a versatile split card from Dragon's Maze that provides efficient removal for two common permanent types. Thanks to the Fuse mechanic, you can choose to handle one threat or clear the way by destroying both an artifact and an enchantment simultaneously. This dual-purpose tool is a staple for Boros players looking for flexibility in their removal suite.

One or Both: How Fuse Works

Wear // Tear offers three modes of casting. You can cast Wear for {1}{R} to destroy an artifact, cast Tear for {W} to destroy an enchantment, or use the Fuse ability to cast both. To Fuse the spell, you must be casting it from your hand and pay the combined cost of {1}{R}{W}. While on the stack as a fused spell, its mana value is 3 and it is both red and white.

Resolution Step-by-Step

When you cast a fused Wear // Tear, you choose targets for both halves immediately. If you choose two different targets and one becomes illegal (for example, by gaining Hexproof), the spell will still resolve and destroy the remaining legal target. During resolution, you always follow the instructions from left to right: first, you destroy the artifact targeted by Wear, then you destroy the enchantment targeted by Tear.

Common Pitfalls

A common mistake involves casting Wear // Tear from zones other than the hand, such as from the graveyard or library. Fuse only functions when casting from your hand; in any other zone, you must choose only one half to cast. Additionally, remember that while the card is in your hand, library, or graveyard, it has the combined characteristics of both halves, meaning it has a mana value of 3 and is a multicolored card.

When to Play Wear // Tear

This card is best utilized when you can achieve a two-for-one trade. However, because it is an instant, it is often correct to cast just one half to respond to a specific threat, such as an opposing equipment or a problematic Aura. If your opponent has both an artifact and an enchantment, wait for the opportune moment to Fuse them for maximum value.

Interaction examples

Basic Removal with Wear

If you cast Wear targeting an opponent's artifact, it functions as a standard destruction spell. Unlike Chaos Warp, which shuffles the permanent away and potentially replaces it, Wear simply destroys the artifact, sending it straight to the graveyard without giving the opponent a new permanent.

Maximum Value via Fuse

Suppose your opponent controls an artifact creature and a powerful enchantment. By Fusing Wear // Tear, you can destroy both for just three mana. Compared to Generous Gift, which can destroy any permanent but leaves the opponent with a 3/3 Elephant, a fused Wear // Tear cleans up two threats without leaving any tokens behind.

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

How it works : Wear // Tear

Original English text — Wizards of the Coast / Scryfall

  1. #1· 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.

  2. #2· 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.

  3. #3· 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.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawldueltlr
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