Flesh // Blood

Printings

  • Dragon's Maze (DGM)#128
  • The List (PLST)#DGM-128

Flesh // Blood

Card Information

Type (Front): Sorcery

Type (Back): Sorcery

Mana Cost (Front): 3Black manaGreen mana

Mana Cost (Back): Red manaGreen mana

Mana Cost: 3Black manaGreen manaRed manaGreen mana

CMC: 7

Part of the Reserved List: No

Color Identity: Mana symbol for BMana symbol for GMana symbol for R

Set: Dragon's Maze (DGM)

Rarity: Rare

Collector Number: 128

Oracle Text

Flesh

Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled. Fuse (You may cast one or both halves of this card from your hand.)

Blood

Target creature you control deals damage equal to its power to any target. Fuse (You may cast one or both halves of this card from your hand.)

Keywords

Fuse

Format Legalities

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

Card Rulings

  1. 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
  2. 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
  3. April 15, 2013

    As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn't exile a card.

    Source: wotc
  4. April 15, 2013

    The amount of damage dealt is based on the first target creature's power as Blood resolves.

    Source: wotc
  5. 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
  6. 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
  7. April 15, 2013

    If you cast Flesh // Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.

    Source: wotc
  8. 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
  9. April 15, 2013

    As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can't deal damage to anything. If the second target is illegal, it can't be dealt damage.

    Source: wotc
  10. 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
  11. 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
  12. April 15, 2013

    The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.

    Source: wotc
  13. April 15, 2013

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

    Source: wotc
  14. 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
  15. 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

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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