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Wear // Tear PIO

Other printings of "Wear // Tear": PLST #DGM-135 PLST #DGM-135 DGM #135 DGM #135 DMC #174 DMC #174 PIP #222 PIP #222 MOC #343 MOC #343 PIO #398 PIO #398 CMR #456 CMR #456 PIP #750 PIP #750

Card

id67850
artistRyan Pancoast
artistIds89cc9475-dda2-4d13-bf88-54b92867a25c
asciiName
attractionLights
availabilityarena
boosterTypes
borderColorblack
colorIdentityR, W
colorIndicator
colorsW
defense
duelDeck
edhrecRank879
edhrecSaltiness
faceConvertedManaCost1
faceFlavorName
faceManaValue1
faceNameTear
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly1
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFuse
languageEnglish
layoutsplit
leadershipSkills
life
loyalty
manaCost{W}
manaValue3
nameWear // Tear
number398
originalPrintings
originalReleaseDate
originalText
otherFaceIds6552d4cd-6937-5c9e-aa62-653675a10ad7
power
printingsCMR, DGM, DMC, MOC, PIO, PIP, PLST
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodePIO
sideb
signature
sourceProducts
subsets
subtypes
supertypes
textDestroy target enchantment.
Fuse (You may cast one or both halves of this card from your hand.)
toughness
typeInstant
typesInstant
uuidb085dceb-bb5e-5790-a497-e6180c929430
variations
watermark
setNamePioneer Masters

Identifiers

id67850
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId94698
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id482cca11-12a9-58ba-8c11-c70f906b0c94
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId1d25ec34-b9c7-44ee-90f8-359c7ac6f835
scryfallIllustrationId35dc8f1e-5c26-4f3f-98eb-62123968a04f
scryfallOracleId9842734c-1eac-4509-a731-4c22017ae586
tcgplayerEtchedProductId
tcgplayerProductId
uuidb085dceb-bb5e-5790-a497-e6180c929430

Legalities

id67850
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuidb085dceb-bb5e-5790-a497-e6180c929430
vintageLegal

Purchase URLs

id67850
cardKingdom
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayer
tcgplayerEtched
uuidb085dceb-bb5e-5790-a497-e6180c929430

Foreign Data (per language)

No foreign data.

Rulings

datetext
2013-04-15If 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.
2013-04-15If 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.
2013-04-15If 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.
2013-04-15On 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.
2013-04-15Some 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.
2013-04-15Some 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.
2013-04-15To 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.
2013-04-15When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15When 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.
2013-04-15You can choose the same object as the target of each half of a fused split spell, if appropriate.

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