About Give // Take
Give // Take, Sorcery , designed by Steve Prescott & Steve Prescott first released in May, 2013 in the set Dragon's Maze and was printed exactly in 2 different ways. It see play in 1 formats: Commander. It's currently being selled by the minimum price of 3.87.
This card, Give // Take, would be beneficial in a deck that focuses on +1/+1 counters and card draw strategies, particularly in a Simic (Blue-Green) deck. While it offers versatility with the option to either buff a creature or draw cards, there are potentially more efficient cards for each effect individually, such as Hardened Scales for +1/+1 counters and Blue Sun's Zenith for card draw. However, the flexibility of being able to choose between the two effects in one card could make Give // Take a valuable inclusion in certain deck strategies, especially those looking for versatility and surprise tactics.
Rules
04/15/13
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.
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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.
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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.
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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.
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On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.
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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.
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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.
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To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.
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When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
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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.
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You can choose the same object as the target of each half of a fused split spell, if appropriate.
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You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
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