
Cheapest priced copy (Dragon's Maze): $0.35 at Card Kingdom, near mint, their price list as of .
Turn // Burn 
// 

Instant // Instant · Uncommon · Dragon's Maze · #134
Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.
Fuse (You may cast one or both halves of this card from your hand.)
Burn deals 2 damage to any target.
Fuse (You may cast one or both halves of this card from your hand.)
Legal inCommanderPioneerModernLegacyVintage
Not legal inBrawlStandardPauper
2 printings · $0.35 to $0.49 at Card Kingdom
| Set | Number | Rarity | Card Kingdom | Foil |
|---|---|---|---|---|
| Dragon's Maze | 134 | Uncommon | $0.35 | $0.49 |
| GRN Guild Kit | 45 | Uncommon | $0.35 | — |
15 rulings from Wizards of the Coast
- 15 April 2013Some 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.
- 15 April 2013Turn doesn't counter abilities that have already triggered or been activated. In particular, there is no way to cast this to stop a creature's "At the beginning of your upkeep" or "When this creature enters the battlefield" abilities from triggering.
- 15 April 2013Turn will cause the creature lose all other colors and creature types, but it will retain any other card types (such as artifact) it may have.
- 15 April 2013To 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.
- 15 April 2013If 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.
- 15 April 2013Some 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.
- 15 April 2013If 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.
- 15 April 2013Effects that modify the targeted creature's power or toughness, such as the effects of Phytoburst or Legion's Initiative, will apply to it no matter when they started to take effect. The same is true for counters that change the creature's power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
- 15 April 2013If 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.
- 15 April 2013Turn overwrites all previous effects that set the targeted creature's power or toughness to specific values. Effects that set its power or toughness to specific values that start to apply after Turn resolves will overwrite this effect.
- 15 April 2013When 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.
- 15 April 2013If the affected creature gains an ability after Turn resolves, it will keep that ability.
- 15 April 2013You can choose the same object as the target of each half of a fused split spell, if appropriate.
- 15 April 2013When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
- 15 April 2013On 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.