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Flesh // Blood PLST

Other printings of "Flesh // Blood": PLST #DGM-128 PLST #DGM-128 DGM #128 DGM #128

Card

id72129
artistLucas Graciano
artistIdsce98f39c-7cdd-47e6-a520-6c50443bb4c2
asciiName
attractionLights
availabilitypaper
boosterTypesdefault
borderColorblack
colorIdentityB, G, R
colorIndicator
colorsB, G
defense
duelDeck
edhrecRank17807
edhrecSaltiness
faceConvertedManaCost5
faceFlavorName
faceManaValue5
faceNameFlesh
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2003
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFuse
languageEnglish
layoutsplit
leadershipSkills
life
loyalty
manaCost{3}{B}{G}
manaValue7
nameFlesh // Blood
numberDGM-128
originalPrintings
originalReleaseDate2021-11-19
originalText
otherFaceIds600196b6-52b1-557f-a60b-7ee696abb6a4
power
printingsDGM, PLST
promoTypes
rarityrare
rebalancedPrintings
relatedCards
securityStamp
setCodePLST
sidea
signature
sourceProducts{'nonfoil': ['71048738-4d74-5f1c-8dc2-5b16f996cbc6', '793cffee-a608-56fe-a2dc-feccb9af38c5', 'd41e5021-de07-569d-b133-c7e058c2f31b', 'f5f30fc8-0b27-5c44-b9b1-43250ae3ebf1']}
subsets
subtypes
supertypes
textExile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
Fuse (You may cast one or both halves of this card from your hand.)
toughness
typeSorcery
typesSorcery
uuid97ea10f6-4c50-5333-85ff-209c4611a4d1
variations
watermarkgolgari
setNameThe List

Identifiers

id72129
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId252718
cardsphereFoilId
cardsphereId83247
deckboxId61996
mcmId583934
mcmMetaId207888
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Ida6d08d16-079f-5083-80dc-e42723045f7f
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIde23faf50-64e5-4989-96ba-1048c7e5ef23
scryfallIllustrationId5c13b10e-ae6b-4b28-89fa-16aa830f8267
scryfallOracleId0741151a-fec0-4ed3-9295-0d0f56d24165
tcgplayerEtchedProductId
tcgplayerProductId254573
uuid97ea10f6-4c50-5333-85ff-209c4611a4d1

Legalities

id72129
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standard
standardbrawl
timeless
uuid97ea10f6-4c50-5333-85ff-209c4611a4d1
vintageLegal

Purchase URLs

id72129
cardKingdomhttps://mtgjson.com/links/90a4a2d521ffae0f
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/97f1d55fa84a7220
tcgplayerhttps://mtgjson.com/links/e49ebd25e4e6fe1d
tcgplayerEtched
uuid97ea10f6-4c50-5333-85ff-209c4611a4d1

Foreign Data (per language)

No foreign data.

Rulings

datetext
2013-04-15As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can't deal damage to anything. If the second target is illegal, it can't be dealt damage.
2013-04-15As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn't exile a card.
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 Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.
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'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.
2013-04-15The amount of damage dealt is based on the first target creature's power as Blood resolves.
2013-04-15The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.
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.
2013-04-15When 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.

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