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Turn

{2}{U}

Instant

GK1GRN Guild Kit#45uncommon
Finishes
Nonfoil
Border
black
Frame
2015
Pull rate
about 1 per booster
Illustrator
Ryan Barger
Found in
Guilds of Ravnica Guild Kit Izzet
Printings3EDHREC rank#18,987
CommanderLegalModernLegalStandardNot legal
Format legality

Constructed

StandardNot legal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperNot legal

Commander

CommanderLegal
Pauper CommanderNot legal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyNot legal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlNot legal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardNot legal

Turn

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1. Fuse (You may cast one or both halves of this card from your hand.)
Fuse

Burn

Burn deals 2 damage to any target. Fuse (You may cast one or both halves of this card from your hand.)
Fuse
Plays as:
Split CardBurnPlaneswalker Removal
Market · per finishspark updated 14m ago · prices as of 2026-08-30
Nonfoil-8.7%
$0.21
$0.05 low$0.00 gapTCGplayer
Cheapest playable copy$0.20· across 3 printings· view the cheapest printing ›

Rulings

15 · latest Apr 15, 2013
  • WotCApr 15, 2013

    Effects that modify the targeted creature's power or toughness, such as the effects of Phytoburst or Legion's Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    If the affected creature gains an ability after Turn resolves, it will keep that ability.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    Turn doesn't counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature's "At the beginning of your upkeep" or "When this creature enters the battlefield" abilities from triggering.

  • WotCApr 15, 2013

    Turn overwrites all previous effects that set the targeted creature's power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.

  • WotCApr 15, 2013

    Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.

  • WotCApr 15, 2013

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

  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

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