Turn // Burn MTG Card


Card setsReleased in 2 setsSee all
Mana cost
Converted mana cost5
RarityUncommon
TypeInstant
Abilities Fuse

Key Takeaways

  1. Turn // Burn excels in altering creature stats and dealing damage, providing a two-pronged tactical edge.
  2. The card’s instant speed offers players the element of surprise and strategic response to threats.
  3. Its dual nature requires a balanced mana base and can be vulnerable to hand disruption.

Text of card

Burn deals 2 damage to target creature or player. Fuse (You may cast one or both halves of this card from your hand.)


Card Pros

Card Advantage: Turn // Burn is a versatile option offering two distinct abilities that provide strategic depth and potential card advantage in gameplay. By effectively dealing with both smaller and bigger threats, it optimizes your hand’s potential.

Resource Acceleration: This card epitomizes resource acceleration in a different manner. Instead of mana generation, it accelerates your board presence by eliminating threats and offering a clear path for your creatures to attack, hence speeding up your game plan.

Instant Speed: With its instant speed, Turn // Burn gives players flexibility and surprise, allowing for dynamic responses to opponents’ actions. It can disrupt an adversary’s strategy at a critical moment, potentially swinging the game in your favor.


Card Cons

Discard Requirement: Turn // Burn demands that you have both components in hand to utilize its full versatility, which can be inefficient if you’re facing hand disruption or needing to maintain card advantage.

Specific Mana Cost: Necessitating both red and blue mana for its fused casting cost, Turn // Burn can be a tricky fit in decks that aren’t tailored to support a multicolored mana base effectively.

Comparatively High Mana Cost: With a combined mana cost of five to fuse, Turn // Burn is costlier than many standalone removal or damage spells, potentially slowing down your tempo in fast-paced games.


Reasons to Include Turn // Burn in Your Collection

Versatility: Turn // Burn is highly adaptable to various game scenarios. It can serve as both removal or a way to neutralize a major threat by turning a creature into a minimal threat before dealing damage to it.

Combo Potential: This card works well with strategies that capitalize on non-permanent damage spells or require altering creature statistics for tactical advantages.

Meta-Relevance: Given the ever-shifting MTG landscape, having Turn // Burn can offer an advantage when creatures with high power and toughness or indestructible capabilities dominate the playing field.


How to beat

Turn // Burn is a versatile card that can pose quite the challenge in Magic: The Gathering. This split card offers players the ability to manipulate creatures in two distinct ways, either neutering the most daunting creatures into harmless 0/1 forms or dealing direct damage to eliminate key threats from the battlefield. It’s a staple in decks that prioritize control, allowing for both offensive and defensive strategies.

When facing this spell, the key to overcoming it lies in timing and resource management. To effectively neutralize the impact of Turn // Burn, you should bait out the use of the card with less critical creatures or hold back your more valuable assets until your opponent has less mana available, potentially making it too costly for them to cast both halves of the card. Additionally, consider cards that provide hexproof or indestructible capabilities to protect your creatures from being targeted or to ensure their survival against Burn’s damage.

Moreover, playing around the instant speed of Turn // Burn requires a strategic approach to sequencing plays and being mindful of open mana. Ultimately, understanding when to commit to the board and when to hold back can be pivotal in outmaneuvering the utility that Turn // Burn offers an opponent.


Cards like Turn // Burn

Turn // Burn is a versatile hybrid card in Magic: The Gathering, sharing a stage with other instant-speed removal spells. Its most notable comparison is with Izzet Charm, which also offers flexibility with three different modes. Izzet Charm doesn’t boast the same direct damage potential but compensates with its ability to counter noncreature spells or filter through a player’s deck.

Another parallel can be drawn to Fire // Ice. This split card allows players to either tap a creature and draw a card or deal 2 damage as they see fit. While Turn // Burn offers a higher damage output, especially against larger creatures with its ‘Turn’ aspect, Fire // Ice provides a unique utility in hindering opponents’ creatures and drawing cards, showcasing strategic gameplay versatility.

Upon evaluation, Turn // Burn is an asset within Magic: The Gathering, particularly for those seeking to control the board. Its dual functionality permits players to either neutralize threats or combine both sides to take down even the mightiest of creatures, underscoring its value against a range of different gameplay scenarios.

Izzet Charm - MTG Card versions
Fire // Ice - MTG Card versions
Izzet Charm - MTG Card versions
Fire // Ice - MTG Card versions

Cards similar to Turn // Burn by color, type and mana cost

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Prophetic Bolt - MTG Card versions
Thoughtflare - MTG Card versions
Cunning Strike - MTG Card versions
Hypothesizzle - MTG Card versions
Practical Research - MTG Card versions
Chaos Mutation - MTG Card versions

Where to buy

If you're looking to purchase Turn // Burn MTG card by a specific set like Dragon's Maze and GRN Guild Kit, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Turn // Burn and other MTG cards:

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Printings

The Turn // Burn Magic the Gathering card was released in 2 different sets between 2013-05-03 and 2018-11-02. Illustrated by Ryan Barger.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12013-05-03Dragon's MazeDGM 1342003SplitBlackRyan Barger
22018-11-02GRN Guild KitGK1 452015SplitBlackRyan Barger

Legalities

Magic the Gathering formats where Turn // Burn has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Turn // Burn card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2013-04-15 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.
2013-04-15 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.
2013-04-15 If the affected creature gains an ability after Turn resolves, it will keep that ability.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 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.
2013-04-15 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15 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.
2013-04-15 You can choose the same object as the target of each half of a fused split spell, if appropriate.

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