Give // Take
Give
Sorcery
Card text
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Take
Sorcery
Card text
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse (You may cast one or both halves of this card from your hand.)
Showing Dragon's Maze#129
Price
0.26 $
Foil 0.68 $
3 printings
Daily estimate from Scryfall, not a shop quote.
Give // Take rulings
If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
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.
You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
Give // Take 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.
Give // Take 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
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlNot legal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Give // Take 3
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