At the beginning of your upkeep, you may flip a coin. If you win the flip, put a
fuseFuse is a static ability found on some split cards (see rule 709, “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 709.4.)
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. (CR 702.102) counterTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) on this enchantment. If you lose the flip, remove a
fuseFuse is a static ability found on some split cards (see rule 709, “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 709.4.)
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. (CR 702.102) counterTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) from this enchantment.
Remove five
fuseFuse is a static ability found on some split cards (see rule 709, “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 709.4.)
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. (CR 702.102) countersTo counter a spell or ability is to cancel it: remove it from the stack without resolving it. A counter on an object or player is instead a marker that changes characteristics or interacts with rules or abilities; for example, a +1/+1 counter modifies a creature’s power and toughness. (CR 701.6; 122.1) from this enchantment and
sacrificeTo sacrifice a permanent, its controller moves it from the battlefield directly to its owner’s graveyard. A player can’t sacrifice something that isn’t a permanent, or something that’s a permanent they don’t control. Sacrificing a permanent doesn’t destroy it, so regeneration or other effects that replace destruction can’t affect this action. (CR 701.21) it: It deals 20 damage to target player or planeswalker.