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Turn // Burn DGM

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

Card

id26089
artistRyan Barger
artistIdsa4e0102e-bbeb-497c-babc-1c0741fea914
asciiName
attractionLights
availabilitymtgo, paper
boosterTypesdefault
borderColorblack
colorIdentityR, U
colorIndicator
colorsR
defense
duelDeck
edhrecRank16626
edhrecSaltiness
faceConvertedManaCost2
faceFlavorName
faceManaValue2
faceNameBurn
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{1}{R}
manaValue5
nameTurn // Burn
number134
originalPrintings
originalReleaseDate
originalTextTarget creature loses all abilities and becomes a 0/1 red Weird until end of turn. // Instant
Burn deals 2 damage to target creature or player.
Fuse (You may cast one or both halves of this card from your hand.)
otherFaceIds0d576072-ff48-50bc-b7b4-e434daf9f636
power
printingsDGM, GK1, PIO
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodeDGM
sideb
signature
sourceProducts
subsets
subtypes
supertypes
textBurn deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)
toughness
typeInstant
typesInstant
uuid7fd108ce-4422-5d0a-a5cf-cebb9eefcc8f
variations
watermarkizzet
setNameDragon's Maze

Identifiers

id26089
cardKingdomEtchedId
cardKingdomFoilId189820
cardKingdomId189611
cardsphereFoilId13520
cardsphereId13521
deckboxId21117
mcmId261347
mcmMetaId207826
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Iddd4d632e-2d0b-5d04-9596-58cbec8d2dc4
mtgoFoilId
mtgoId48532
multiverseId369080
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId8d7fdd59-6d76-4a0c-ac75-816345ef4a39
scryfallIllustrationId6f292968-be9f-469f-9491-f455c57a5149
scryfallOracleId41841bbf-1c51-494b-b299-c997cce88e44
tcgplayerEtchedProductId
tcgplayerProductId67904
uuid7fd108ce-4422-5d0a-a5cf-cebb9eefcc8f

Legalities

id26089
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid7fd108ce-4422-5d0a-a5cf-cebb9eefcc8f
vintageLegal

Purchase URLs

id26089
cardKingdomhttps://mtgjson.com/links/e3846eca4ead0e3d
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/842ff83bb9bf52e5
cardmarkethttps://mtgjson.com/links/d295b1216722b840
tcgplayerhttps://mtgjson.com/links/62b7162ac9102954
tcgplayerEtched
uuid7fd108ce-4422-5d0a-a5cf-cebb9eefcc8f

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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