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Turn // Burn PIO

Other printings of "Turn // Burn": GK1 #45 GK1 #45 DGM #134 DGM #134 PIO #396 PIO #396

Card

id67846
artistRyan Barger
artistIdsa4e0102e-bbeb-497c-babc-1c0741fea914
asciiName
attractionLights
availabilityarena
boosterTypes
borderColorblack
colorIdentityR, U
colorIndicator
colorsU
defense
duelDeck
edhrecRank16621
edhrecSaltiness
faceConvertedManaCost3
faceFlavorName
faceManaValue3
faceNameTurn
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly1
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFuse
languageEnglish
layoutsplit
leadershipSkills
life
loyalty
manaCost{2}{U}
manaValue5
nameTurn // Burn
number396
originalPrintings
originalReleaseDate
originalText
otherFaceIds452a11c0-31d7-57b7-affe-c2019acca634
power
printingsDGM, GK1, PIO
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodePIO
sidea
signature
sourceProducts
subsets
subtypes
supertypes
textUntil 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.)
toughness
typeInstant
typesInstant
uuid802c745e-b0c0-509e-a137-09532796182d
variations
watermark
setNamePioneer Masters

Identifiers

id67846
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId94695
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Ida7683f6b-2e95-58f4-9fab-1407ee61a6fe
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallIda98e1577-5d3c-4ab4-8bcf-fec9721d3382
scryfallIllustrationId6f292968-be9f-469f-9491-f455c57a5149
scryfallOracleId41841bbf-1c51-494b-b299-c997cce88e44
tcgplayerEtchedProductId
tcgplayerProductId
uuid802c745e-b0c0-509e-a137-09532796182d

Legalities

id67846
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid802c745e-b0c0-509e-a137-09532796182d
vintageLegal

Purchase URLs

id67846
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtched
uuid802c745e-b0c0-509e-a137-09532796182d

Foreign Data (per language)

No foreign data.

Rulings

datetext
2013-04-15Effects 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.
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 the affected creature gains an ability after Turn resolves, it will keep that ability.
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.
2013-04-15To 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.
2013-04-15Turn 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.
2013-04-15Turn 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.
2013-04-15Turn 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.
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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