This website requires JavaScript.
Skip to content
Planeswalker Hub

Flesh // Blood

Flesh

three generic manaone black manaone green manaSorcery

Card text

Exile 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.)

Blood

one red manaone green manaSorcery

Card text

Target creature you control deals damage equal to its power to any target.

Fuse (You may cast one or both halves of this card from your hand.)

Showing Dragon's Maze#128

Price

0.29 $

Foil 0.41 $

2 printings

Daily estimate from Scryfall, not a shop quote.

Flesh // Blood rulings

  • As 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.

  • The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.

  • If you cast Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.

  • If 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.

  • To 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.

  • You can choose the same object as the target of each half of a fused split spell, if appropriate.

  • When 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.

  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

  • On 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.

  • Some 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.

  • Some 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.

  • If 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.

  • If 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.

  • As 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.

  • The amount of damage dealt is based on the first target creature's power as Blood resolves.

Flesh // Blood keyword rules

Fuse Rule 702.102

Fuse is a static ability found on some split cards (see rule , “Split Cards”) that applies while the card with fuse is in a player’s hand. If a player casts a split card with fuse from their hand, the player may choose to cast both halves of that split card rather than choose one half. This choice is made before putting the split card with fuse onto the stack. The resulting spell is a fused split spell.

A fused split spell has the combined characteristics of its two halves. (See rule .)

The total cost of a fused split spell includes the mana cost of each half.

As a fused split spell resolves, the controller of the spell follows the instructions of the left half and then follows the instructions of the right half.

Flesh // Blood format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricNot legal
  • TimelessNot legal
  • AlchemyNot legal
  • GladiatorNot legal
  • BrawlNot legal
  • Standard BrawlNot legal
  • Competitive BrawlNot legal

Other

  • TLRNot legal

All printings of Flesh // Blood 2

Cards similar to Flesh // Blood

Show 20 more similar cards

Card data

Card data, card images and mana symbols are provided by Scryfall — which is not produced by or endorsed by Wizards of the Coast. PlaneswalkerHub is in turn not produced by or endorsed by Scryfall.

Card prices shown are daily estimates and market values provided by Scryfall's affiliates. No guarantee is made for any price information — see the stores for final prices and details.

Legal

PlaneswalkerHub is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Magic: The Gathering, its logos, mana symbols, card images and the literal and graphical information presented about the game are copyright and trademarks of Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. PlaneswalkerHub is not produced by, affiliated with, or endorsed by Wizards of the Coast.

All other content, including the PlaneswalkerHub name, logo and software, © 2026 PlaneswalkerHub. All rights reserved by their respective owners.

© 2026 PlaneswalkerHub — made by fans, for fans.
PrivacyTermsContact