Armed // Dangerous

Printings

  • Dragon's Maze (DGM)#122
  • Pioneer Masters (PIO)#385

Armed // Dangerous

Card Information

Type (Front): Sorcery

Type (Back): Sorcery

Mana Cost (Front): 1Red mana

Mana Cost (Back): 3Green mana

Mana Cost: 1Red mana3Green mana

CMC: 6

Part of the Reserved List: No

Color Identity: Mana symbol for GMana symbol for R

Set: Dragon's Maze (DGM)

Rarity: Uncommon

Collector Number: 122

Oracle Text

Armed

Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)

Dangerous

All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)

Keywords

Fuse

Format Legalities

duel(Legal)
brawl(Legal)
penny(Not Legal)
predh(Not Legal)
future(Not Legal)
legacy(Legal)
modern(Legal)
pauper(Not Legal)
alchemy(Not Legal)
pioneer(Legal)
vintage(Legal)
historic(Legal)
standard(Not Legal)
timeless(Legal)
commander(Legal)
gladiator(Legal)
oldschool(Not Legal)
premodern(Not Legal)
oathbreaker(Legal)
standardbrawl(Not Legal)
paupercommander(Not Legal)

Card Rulings

  1. April 15, 2013

    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.

    Source: wotc
  2. April 15, 2013

    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.

    Source: wotc
  3. April 15, 2013

    To 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.

    Source: wotc
  4. April 15, 2013

    As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.

    Source: wotc
  5. April 15, 2013

    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.

    Source: wotc
  6. April 15, 2013

    On 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.

    Source: wotc
  7. April 15, 2013

    When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.

    Source: wotc
  8. April 15, 2013

    You can choose the same object as the target of each half of a fused split spell, if appropriate.

    Source: wotc
  9. April 15, 2013

    Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.

    Source: wotc
  10. April 15, 2013

    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.

    Source: wotc
  11. April 15, 2013

    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.

    Source: wotc
  12. April 15, 2013

    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.

    Source: wotc

Price History

Wizard conjuring a magic the gathering cards

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.

Gandareth the Odd
Keeper of Cardboard Secrets and Loremancer of the Lost Ink

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