Turn / Burn


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze Uncommon

Combos Browse all

Turn / Burn


Turn - Target creature loses all abilities and becomes a 0/1 red Weird until end of turn.

Burn - Burn deals 2 damage to target creature or player.

Fuse (You may cast one or both halves of this card from your hand.)

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Turn / Burn Discussion

Avulth on LordJhoira (MultiKick)

2 days ago

My version of this deck is a lot different from yours so you might disagree with some of this, but here is what I would remove. Lay Claim just isn't worth the 7 mana, and it looks like you have a lot of stuff that accomplishes the same goal. Elixir of Immortality is probably in here for a particular match-up, right? Ulamog, the Infinite Gyre and anything else with his last ability would probably accomplish this same goal. Jhoira's Timebug, Rift Elemental, Shivan Sand-Mage, Timebender, and Clockspinning are pretty slow. Generally, it's better to run cards which delay the game instead of time counter removal because they accomplish the same goal and are also usable when you're just behind. I'm not convinced Turn / Burn is really value, but I've also never tried it. In general, I think you have too many suspend targets and not enough ways to protect them or Jhoira herself. None of this is really meant as critisism; it looks like your deck is responding pretty directly to your playgroup, but if I were cutting that's where I'd cut.

Shadow12721 on Turn "N" Burn

3 months ago

Turn / Burn. Please.

Xica on Ideas for this Blue/Red deck?

3 months ago

Turn / Burn > Winterflame - the latter reminds me of my days of thinkering with Midnight Charm, its not bad, but it is not good enough

Phaetion on The Izzet Equation - Themed Budget EDH

5 months ago

I find your lack of Epic Experiment disturbing. That's the ultimate Izzet card right there.

Turn / Burn is also good against creatures that just don't want to die (i.e. Indestructible).

GrixCHIM on Turn and Burn (Vial Smasher/Thrasios)

7 months ago

A deck named "Turn and Burn" without Turn / Burn? Blasphemy.

Otherwise, love the decklist. This combination is super fun to play.

TheRedMage on Pattern Recognition #10 - Alternate ...

8 months ago

To be slightly more precise

  • If a card is an X spell, its CMC is going to be what it would be if X was equal to zero in all zones except for the stack. On the stack, its CMC is going to be what it would be if X was equal to whatever the value actually chosen for X was. Appetite for Brains can never take Stroke of Genius, but Disdainful Stroke will counter it (assuming it was cast for X=1 or more). Similarly, Appetite for Brains can never take Entreat the Angels, but Disdainful Stroke will counter it if X is 1 or more (even if you pay the miracle cost for X=1 and only pay for the spell, its CMC is going to be 5).
  • If a card is a split card, it has two sets of characteristics (including CMC) in any one but the stack. The CMC of Turn / Burn in my hand is 2 and 3. On the stack, it has the CMC of whatever half you cast, or the sum if you fused, so in the case of Turn / Burn it would be 2 (if you cast Burn) or 3 (if you cast Turn) or 5 (if you cast both).
  • These are the exceptions. In every other case, the CMC of the card is going to be whatever the cost printed in the upper right corner of the card indicates, no matter what alternate cost or additional costs you end up paying, and regardless of which zone the card is in. The CMC of Vandalblast is 1, whether you overload it or not. The CMC of Ana Battlemage is 3 no matter how many kicker costs you pay, and so on. Nothing can change this barring the two exceptions from above.

Raging_Squiggle on Pattern Recognition #10 - Alternate ...

8 months ago

To add, Evoking or Overloading a spell doesn't change the CMC of said spell. Much like casting a spell for free doesn't make its CMC nonexistent.

Fuse cards have 2 sets of characteristics, one for each side of the card. Turn / Burn has a CMC of 3 and a CMC of 2, and is , etc. If an object wants one of those characteristics (i.e. Cascading for a 2 CMC spell), you may choose either side to cast, but not both.

Once on the stack though, a fuse card only has the characteristics of the cast portion of it. The other is treated as though it doesn't exist. (If you fused it, then the characteristics are combined).

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