Split cards are inherently versatile and the addition of fuse adds a third mode for each. Expect these to be limited powerhouses.
Either memorize what each one of these does or practice reading them sideways. One of the biggest tells of this format will be turning cards sideways to read. Reminder: keep your eyes on your opponent when he draws his card for the turn.
Down & Dirty
The lack of synergy between the two sides of this spell actually make it more likely to see play in a deck that can only cast one half.
Give & Take
Watch out for now-lethal damage already on a creature when you Take counters off.
This is the fuse card I could see myself being easily wrong about.
Armed & Dangerous
Is it my fault I would rather take a two-for-one than just win outright?
That being said, this is often a finisher, but it is very vulnerable. Removal on your lured dude is typically bad news for the rest of the team.
Dangerous alone is playable for Lure tricks, but Armed in a non-green deck seems unwise.
Toil & Trouble
Note that if you fuse for the full damage package, there is no opportunity to play the cards drawn before the Trouble half resolves. They can play any instants in response to avoid pain.
I predict I will play Toil in a non-red deck, but never Trouble in a non-black one.
Protect & Serve
I will probably avoid Protect & Serve unless I can cast both sides and expect a fair amount of creature combat. (Hint: in Azorius, I usually don't, due to evasion and detain)
Profit & Loss
Loss on its own could be very effective in the right spots. If Profit happens to to be (ahem) profitable at the same time, that is all the better, but when I have this card in hand, I will typically focus on getting Loss to wipe my opponent's board in conjunction with combat.
Of course, from time to time, instant mini-Overrun will just end a game.
Boros may want Profit by itself as a 23rd card, but most black decks will be willing to run Loss alone. It will be a rare aggro-extort deck that will make use of both sides consistently.
Wear & Tear
Each of these spells is an efficient answer on its own if your opponent shows you multiple enchantments or artifacts game one and it is bonkers if you can get the instant 3-mana two-for-one.
Alive & Well
This is one of the few fuse cards that doesn't threaten a two-for-one, but a reasonable spell with incremental life gain is a nice bonus. Token creators are necessary for Selesnya; other guilds will probably not be too interested. Expect this card to come late in drafts and be perfectly reasonable.
I'm not convinced I want either side of this card without access to the other color. Sometimes you will have an open turn with four mana need a creature, but only about 0.01% of the time will it be correct to play Well on its own. [ed: feels like an overcosted Centaur Healer?]
Turn & Burn
Super versatile and blowout city depending on the board state. Do I even need to need to go into why?
This thing is so good it stings when your opponent plays a must-answer threat that can't be Turned and you only have a perfect one-for-one response.
If you don't have a good use for the burn, it can even go to the dome. Don't get sucked in by the danger of cool things and remember you can always burn them for the last two points.
Far & Away
Far & Away is far and away (eh, eh?) the most versatile fuse card and almost always a blowout for your opponent. Bounce is very strong in this format with all the playable creature enchantments and +1/+1 counters from Simic and Golgari. Be very careful attacking into 3UB.
While both sides are overcosted by a full colorless mana, I am willing to play either side of this card without the means to cast the other, but why would anyone want to?
Super helpful! I like breaking down where you can get the 2 for 1 advantage and other efficiencies.
ReplyDelete+1. Would read again.