Catch // Release
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Catch // Release {1}{U}{R} // {4}{R}{W}

Sorcery // Sorcery Rare

Dragon's Maze #125, 2013

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn. Fuse (You may cast one or both halves of this card from your hand.) — Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker of their choice. Fuse (You may cast one or both halves of this card from your hand.)

Fuse

Illustration: Kev Walker. Platz 25.543 der meistgespielten Commander-Karten. Salzwert 0,53, etwas salzig.

Legalität

Standard
Nicht legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Pauper
Nicht legal
Commander
Legal
Regelklarstellungen (14)
  • 15.04.2013If you control an artifact creature, a nonartifact creature, and no other artifacts or creatures, you must sacrifice both permanents. You must choose the artifact creature as the artifact and the nonartifact creature as the creature. The same is true for any combination of types—you sacrifice a number of permanents as close to five as possible.
  • 15.04.2013When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • 15.04.2013If you cast Catch/Release as a fused split spell, you can sacrifice the permanent you just gained control of.
  • 15.04.2013When 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.
  • 15.04.2013If 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.
  • 15.04.2013Catch can target any permanent, including one that’s untapped or one you already control.
  • 15.04.2013If 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.
  • 15.04.2013On 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.
  • 15.04.2013If 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.
  • 15.04.2013Some 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.
  • 15.04.2013To resolve Release, the active player chooses a permanent they control for each of the listed types, then each other player in turn order does the same, then all the chosen permanents are sacrificed simultaneously.
  • 15.04.2013To 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.
  • 15.04.2013Some 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.
  • 15.04.2013You can choose the same object as the target of each half of a fused split spell, if appropriate.

Offizielle Klarstellungen von Wizards of the Coast, nur auf Englisch.

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