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Flesh

{3}{B}{G}

Sorcery

PLSTThe List#DGM-128rare
Border
black
Frame
2003
Pull rate
~1 in 1168–1216
Illustrator
Lucas Graciano
Found in
Commander Legends Battle for Baldurs Gate Set Booster Pack · Innistrad Crimson Vow Set Booster Pack · 2 more
Printings2
CommanderLegalModernLegalStandardNot legal
Format legality
AlchemyNot legal
BrawlNot legal
CommanderLegal
Competitive BrawlNot legal
DuelLegal
Future StandardNot legal
GladiatorNot legal
HistoricNot legal
LegacyLegal
ModernLegal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyLegal
PioneerLegal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessNot legal
Tiny LeadersNot legal
VintageLegal

Flesh

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.)
Fuse

Blood

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.)
Fuse

Plays as: Counter Placer · Graveyard Hate · Split Card · Planeswalker Removal

Market · per finishspark updated 1h ago · prices as of 2026-07-12
Nonfoil+0.0%
$0.24
$0.12 low$0.09 gap
Cheapest playable copy$0.24· across 2 printings

Rulings

15 · latest Apr 15, 2013 · one tap opens all
  • WotCApr 15, 2013

    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.

  • WotCApr 15, 2013

    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.

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

  • 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

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

  • WotCApr 15, 2013

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

  • 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

    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.