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Catch // Release DGM

Other printings of "Catch // Release": DGM #125 DGM #125

Card

id26071
artistKev Walker
artistIdsf366a0ee-a0cd-466d-ba6a-90058c7a31a6
asciiName
attractionLights
availabilitymtgo, paper
boosterTypesdefault
borderColorblack
colorIdentityR, U, W
colorIndicator
colorsW, R
defense
duelDeck
edhrecRank22061
edhrecSaltiness
faceConvertedManaCost6
faceFlavorName
faceManaValue6
faceNameRelease
finishesnonfoil, foil
flavorName
flavorText
frameEffects
frameVersion2003
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFuse
languageEnglish
layoutsplit
leadershipSkills
life
loyalty
manaCost{4}{R}{W}
manaValue9
nameCatch // Release
number125
originalPrintings
originalReleaseDate
originalTextGain control of target permanent until end of turn. Untap it. It gains haste until end of turn. // Sorcery
Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker.
Fuse (You may cast one or both halves of this card from your hand.)
otherFaceIdsed55a9ee-f1bb-5178-9259-3160b7c65c83
power
printingsDGM
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodeDGM
sideb
signature
sourceProducts
subsets
subtypes
supertypes
textEach 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.)
toughness
typeSorcery
typesSorcery
uuid44a70943-7e2e-5c3b-9453-5a085dced28f
variations
watermarkizzet
setNameDragon's Maze

Identifiers

id26071
cardKingdomEtchedId
cardKingdomFoilId189870
cardKingdomId189670
cardsphereFoilId13291
cardsphereId13292
deckboxId21050
mcmId261492
mcmMetaId207911
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idb8dc3622-89c8-5282-8ce0-062bc0b09a57
mtgoFoilId
mtgoId48512
multiverseId368982
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId29968873-56f3-4528-ab0b-f11dd67dd162
scryfallIllustrationIdcc953d3c-7790-4cec-818a-1a112ad57a2e
scryfallOracleIda7df5dc0-2564-4288-bc53-59affd896f79
tcgplayerEtchedProductId
tcgplayerProductId67947
uuid44a70943-7e2e-5c3b-9453-5a085dced28f

Legalities

id26071
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timeless
uuid44a70943-7e2e-5c3b-9453-5a085dced28f
vintageLegal

Purchase URLs

id26071
cardKingdomhttps://mtgjson.com/links/9837dde85f1b530c
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/2299ddf9c6359cf8
cardmarkethttps://mtgjson.com/links/41678bda974b892f
tcgplayerhttps://mtgjson.com/links/a270bef8b23cd742
tcgplayerEtched
uuid44a70943-7e2e-5c3b-9453-5a085dced28f

Foreign Data (per language)

No foreign data.

Rulings

datetext
2013-04-15If 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.
2013-04-15If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.
2013-04-15If 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.
2013-04-15If 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.
2013-04-15If 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.
2013-04-15On 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.
2013-04-15Some 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.
2013-04-15Some 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.
2013-04-15To 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.
2013-04-15To 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.
2013-04-15When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15When 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.
2013-04-15You can choose the same object as the target of each half of a fused split spell, if appropriate.
2013-04-15Catch can target any permanent, including one that’s untapped or one you already control.

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