Ready // Willing MTG Card


The card provides versatility with its dual effects, enhancing both offense and defense. Ready // Willing supports multi-angled strategic plays with instant speed utility. Demands careful resource management due to specific mana and card discard requirements.
Ready // Willing - Dragon's Maze
Mana cost
Converted mana cost6
RarityRare
TypeInstant
Abilities Fuse
Released2013-05-03
Set symbol
Set nameDragon's Maze
Set codeDGM
Number132
Frame2003
LayoutSplit
BorderBlack
Illustred byZoltan Boros

Text of card

Creatures you control gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.)


Cards like Ready // Willing

Ready // Willing is an intriguing split card from Magic: The Gathering that offers a versatile range of effects, suitable for varied game scenarios. When assessing similar cards, we notice that Boros Charm is a card that often comes into comparison. Like Willing, it provides your creatures with indestructible for a turn, yet instead of deathtouch and lifelink, Boros Charm gives a choice of dealing direct damage or granting double strike, offering a different kind of tactical edge.

Rootborn Defenses is another card that echoes the indestructible aspect of Ready // Willing. It’s mono-colored, limiting its reach slightly, but it also adds to the strategy with its signature ‘populate’ feature, giving you the chance to expand your creature presence on the battlefield. Unlike Ready // Willing, which demands a more diverse mana base and offers more intricate effects, Rootborn Defenses focuses on defense and token generation.

By examining attributes of such spells, Ready // Willing stands out due to its adaptability and dual nature. Not only does it protect creatures in pivotal moments but also turns them into formidable life-gaining opponents, distinguishing it amongst combat trick staples in Magic: The Gathering.

Boros Charm - MTG Card versions
Rootborn Defenses - MTG Card versions
Boros Charm - MTG Card versions
Rootborn Defenses - MTG Card versions

Card Pros

Card Advantage: Ready // Willing offers a two-fold utility that can position a player with the upper hand during a match. Each mode delivers its set of benefits, allowing for strategic depth and adaptability in gameplay, thereby potentially leading to a card advantage.

Resource Acceleration: The versatile nature of this card can boost your resource management by untapping all creatures you control with the ‘Ready’ half, which effectively accelerates your resources by giving you the chance to use your creatures both offensively and defensively in a single turn cycle.

Instant Speed: The instant speed of Ready // Willing means you can adapt to the changing battlefield dynamically, choosing the most opportune moment for its activation. Whether you’re dodging removal, making unexpected blocks, or securing your offensive line, the timing of this card can pivot the game’s tide in your favor.


Card Cons

Discard Requirement: Playing Ready // Willing requires you to have another card to discard if you’re looking to leverage its fuse mechanic. This can be especially challenging during late-game scenarios when your hand might be running low, forcing you to make difficult decisions about which resources to keep and which to forfeit.

Specific Mana Cost: Ready // Willing demands a precise mana arrangement, needing both white and green for Ready, as well as black for Willing. This specific requirement confines the card’s integration predominantly to multicolored decks, potentially excluding it from mono-colored strategies that could benefit from its effects.

Comparatively High Mana Cost: The combined mana cost to fuse Ready and Willing reaches seven mana, which is quite significant. Considering the impact of the effects individually, players might find other cards that provide similar benefits for a lower investment, leaving more room in their mana pool to execute additional plays within a turn.


Reasons to Include Ready // Willing in Your Collection

Versatility: Ready // Willing offers dual utility in a single card, allowing flexibility in gameplay. Ready provides untapping and increased defense on a crucial turn, while Willing offers key removal and lifegain advantages.

Combo Potential: With its ability to untap all creatures you control, Ready can unexpectedly bolster your offense or clear the way for lethal combos. Willing, on the other hand, can turn the tide by allowing for decisive, damage-absorbing blocks.

Meta-Relevance: In a game environment where creature-based strategies are prominent, Ready // Willing shines by offering both offensive and defensive options. This card adapts well to a variety of situations, making it a solid choice in changing metas.


How to beat

The versatility of the card Ready // Willing in MTG can be a significant challenge to overcome during gameplay. This card offers both a sudden boost in creature durability with the indestructible status courtesy of Ready and a crippling blow through lifelink and deathtouch provided by Willing. To effectively counter this dual-faced card, strategic timing and a well-curated deck are imperative.

Utilizing instant-speed removal spells that exile or bounce, such as Swords to Plowshares or Unsummon, can effectively mitigate the threat of Ready // Willing before it takes full effect. Additionally, having counter-spells like Counterspell or Negate at the ready can prevent its casting altogether, minimizing the need to deal with its consequences. Furthermore, effects that restrict the activation of abilities can also be a helpful deterrent to this formidable card. Cards like Pithing Needle or Sorcerous Spyglass are excellent tools for such a strategy.

Ultimately, patience and a calculated approach to card choice and timing are essential in triumphing over Ready // Willing. Anticipating when your opponent might leverage its power and preparing your responses accordingly will enhance your chances of maintaining control of the game and leading you on the path to victory.


BurnMana Recommendations

Mastering MTG’s nuances can vastly improve your strategic edge and Ready // Willing is a prime example of a versatile card that could tip the scales in your favor. With its potent combination of offense and defense, it’s a smart addition to decks that thrive on flexibility and surprise tactics. If you’re aiming to enhance your creature-based gameplay and adapt quickly to battlefield changes, consider adding this card to your collection. For a deeper understanding of integrating such clever mechanics and strategic tips for MTG success, join our community. Embark on a journey of continuous improvement and become a savvy player with us.


Where to buy

If you're looking to purchase Ready // Willing MTG card by a specific set like Dragon's Maze, 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 Ready // Willing and other MTG cards:

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Legalities

Magic the Gathering formats where Ready // Willing has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Ready // Willing 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 A creature that comes under your control after Willing resolves won’t have deathtouch or lifelink, because adding abilities does change a creature’s characteristics.
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 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 Multiple instances of deathtouch or lifelink are redundant.
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 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.
2013-07-01 A creature that comes under your control after Ready resolves will not be granted by this effect.