TCG Playability
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Give // Take
Available Variants
Retro In Stock
$0.21

Give // Take

The List uncommon

Sorcery // Sorcery

Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.)

Strategy & Gameplay

This split sorcery with fuse offers exceptional flexibility for Magic players seeking adaptable solutions across multiple game formats and strategic situations. The dual-modal design allows you to cast either the green half targeting a creature to give it +2/+2 and trample until end of turn, or the blue half to tap target creature while drawing a card, or most powerfully, cast both halves together for a complete toolkit of offense and control. The fuse mechanic makes this card genuinely difficult to sideboard against since opponents must respect both modes simultaneously, and the flexibility means it rarely sits dead in your hand regardless of game state. In Limited formats, this functions as either a combat trick or tempo play, while in Constructed it finds homes in creature-based midrange decks, tempo shells, and even control strategies that appreciate the utility. The green mode provides the aggressive push that beatdown decks need while evasion through trample, while the blue mode offers the card draw and creature management that control players demand. For Commander and other multiplayer formats, the versatility across two separate effects gives you meaningful decisions every time you cast it, and the card draw on the blue half adds incremental value. The extensive format legality from Pioneer through Vintage means you can build with confidence that this will remain a legal option across multiple competitive and casual environments. Whether you're looking to supplement creature-heavy strategies with combat tricks or add tempo elements to control decks, this card's split nature and efficient mana cost make it a solid inclusion for players who value flexible, skill-testing gameplay over linear effects.

Illustrated by Steve Prescott

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