← Back Card Profile (by Name)

Wear // Tear PLST

Other printings of "Wear // Tear": PLST #DGM-135 PLST #DGM-135 DGM #135 DGM #135 DMC #174 DMC #174 PIP #222 PIP #222 MOC #343 MOC #343 PIO #398 PIO #398 CMR #456 CMR #456 PIP #750 PIP #750

Card

id72255
artistRyan Pancoast
artistIds89cc9475-dda2-4d13-bf88-54b92867a25c
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityR, W
colorIndicator
colorsR
defense
duelDeck
edhrecRank879
edhrecSaltiness
faceConvertedManaCost2
faceFlavorName
faceManaValue2
faceNameWear
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2003
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFuse
languageEnglish
layoutsplit
leadershipSkills
life
loyalty
manaCost{1}{R}
manaValue3
nameWear // Tear
numberDGM-135
originalPrintings
originalReleaseDate2020-03-13
originalText
otherFaceIdse9711259-7b49-5787-974f-e990622d4b0e
power
printingsCMR, DGM, DMC, MOC, PIO, PIP, PLST
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodePLST
sidea
signature
sourceProducts{'foil': ['abb81fe0-95ce-5abf-b4a3-a09beea5732b']}
subsets
subtypes
supertypes
textDestroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
toughness
typeInstant
typesInstant
uuid961ae692-a0dc-51fd-9cc6-cfb1fc5e2bf0
variations
watermarkboros
setNameThe List

Identifiers

id72255
cardKingdomEtchedId
cardKingdomFoilId232100
cardKingdomId
cardsphereFoilId66289
cardsphereId
deckboxId49601
mcmId443558
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idf11cbede-09a7-59d6-acd7-32a6f965a69a
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId880bb12d-48ce-4b27-ae0a-2a5192d66d01
scryfallIllustrationId35dc8f1e-5c26-4f3f-98eb-62123968a04f
scryfallOracleId9842734c-1eac-4509-a731-4c22017ae586
tcgplayerEtchedProductId
tcgplayerProductId210403
uuid961ae692-a0dc-51fd-9cc6-cfb1fc5e2bf0

Legalities

id72255
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid961ae692-a0dc-51fd-9cc6-cfb1fc5e2bf0
vintageLegal

Purchase URLs

id72255
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/5ca220388f058d74
cardmarket
tcgplayerhttps://mtgjson.com/links/203244911e6e0a81
tcgplayerEtched
uuid961ae692-a0dc-51fd-9cc6-cfb1fc5e2bf0

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 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.
2013-04-15When 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.

Tip: bookmark this page with your query parameters for quick access.