Turn / Burn

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Turn / Burn

Instant

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.)

biggestmtgnerd on Vito everything

3 years ago

You can play either side, but not both. So you can choose the first half to reanimate a Vito or Pridemate, or you can choose the second half and combo win with Vito.

There are some split cards that you can cast both halves of, like Turn / Burn, but those are differentiated by having the keyword "Fuse" at the bottom (if you choose to do that, the left half resolves first, then the right half). There are also similar cards that you can cast the second half from your graveyard at any time, like Cut / Ribbons; those are distinguished by the keyword "Aftermath." In all other cases, you can only cast one half.

I hope that helps!

hejtmane on EDH Under $1 is Back …

4 years ago

A great card for green is Into the Wilds you get to look at the top card of your library upkeep if it is a land put it on the battlefield best part does not count as your land played for your turn so filters your land + can be ramp oh and is like 25cents

Abundance is another variation of filtering your deck also green

Den Protector budget eternal witness

Echoing Truth flexible bounce because if it is tokens it hits all the same tokens

Creature exile Reality Shift Crib Swap

Look at charms some are cheaper than others some will fit budgets some may not but see example below Sultai Charm

More removal Status / Statue Turn / Burn

Shenanigans Reins of Power ignore the $5 ones someone is trying to rip people off outside those they are all 50-85 cents

Polymorphist's Jest

Look for value creatures like Savage Ventmaw Giant Killer Steel Hellkite

killroy726 on Pattern Recognition #128 - Split

4 years ago

My most favorite have to be the fuse split cards Turn / Burn being one of note. I like having the option of having to cast, both sides if need be. Though Rags / Riches is my favorite of the lot.

legendofa on Turn/Burn is showing as 8 …

4 years ago

IMMG54 Turn / Burn 's combined cmc is 5. Unless it adds the Turn cmc twice, it shouldn't be 8.

Icbrgr on The Izzet Guild

5 years ago

Here is a list of all of the remaining Hybrid mana cost izzet spells from the Shadowmoor/eventide and Return to ravinca/Dragons maze/Dissension Blocks.

Call the Skybreaker Inside Out Unnerving Assault Turn / Burn Crackleburr Crag Puca Noggle Bandit Noggle Bridgebreaker Noggle Hedge-Mage Noggle Ransacker Nucklavee Stream Hopper

enchantmentsMirror Sheen

sylvannos on I'm beginner. I need help …

6 years ago

You're basically playing U/R Delver. Cut your creatures down to:

4x Delver of Secrets  Flip
4x Stormchaser Mage
4x Young Pyromancer

Then, switch a few of your spells around:

-3x Lightning Strike
-1x AEtherize
-1x Counterflux
+1x Peek
+4x Lightning Bolt

You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:

-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
-1x Mountain
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)

You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.

Lastly, you should have some leftover slots from cutting creatures. More copies of Peek would be good. I'd also suggest Opt and Electrolyze for this last spot.

You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.

Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).

An example sideboard would look like:

2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
1x Negate
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)

From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:

  • Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets  Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
  • Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
  • Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy  Flip.
  • Speaking of which, Jace, Vryn's Prodigy  Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
  • Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
  • You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
  • Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?

Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.

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