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Magic: The Gathering · The List · Rare

Flesh

Sorcery

$0.21

Market price

3

Public decks

Flesh
$0.21
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

Front · 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.)
Back · 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.)

Card Facts

Mana value
7
Colors
Color identity
EDHREC rank
#20,437
Keywords
Fuse
Rarity

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Modern

Legal

Oathbreaker

Legal

Penny Dreadful

Legal

Pioneer

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

TLR

Not legal

Rulings

  1. Apr 15, 2013 · Wizards of the Coast

    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.

  2. Apr 15, 2013 · Wizards of the Coast

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

  3. Apr 15, 2013 · Wizards of the Coast

    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.

  4. Apr 15, 2013 · Wizards of the Coast

    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.

  5. Apr 15, 2013 · Wizards of the Coast

    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.

  6. Apr 15, 2013 · Wizards of the Coast

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

  7. Apr 15, 2013 · Wizards of the Coast

    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.

  8. Apr 15, 2013 · Wizards of the Coast

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

  9. Apr 15, 2013 · Wizards of the Coast

    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.

  10. Apr 15, 2013 · Wizards of the Coast

    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.

  11. Apr 15, 2013 · Wizards of the Coast

    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.

  12. Apr 15, 2013 · Wizards of the Coast

    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.

  13. Apr 15, 2013 · Wizards of the Coast

    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.

  14. Apr 15, 2013 · Wizards of the Coast

    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.

  15. Apr 15, 2013 · Wizards of the Coast

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

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


2 printings
The List
The ListPLST · $0.21
Dragon's Maze
Dragon's MazeDGM · $0.26
Community

Decks using this card

3 public decks run Flesh.


MTGCommanderB2

Infect

sirmattbeardsly
sirmattbeardsly22 days ago
500
MTGCommanderB2

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TheGentleman
TheGentleman1 month ago
2900