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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Turn // Burn
Image from Wizards.com

 Turn // Burn
- Dragon's Maze

Reviewed May 1, 2013

Constructed: 3.00
Casual: 3.33
Limited: 4.00
Multiplayer: 3.33

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 

David Fanany

Player since 1995

Turn & Burn

You guys know I often comment on card art, but I'll have to refrain from doing so right now - I don't actually own any copies of this card yet, and the split cards are hard to look at right-side-up on the internet. If anybody knows an easy way to flip the page or the image or something, let me know!

I'd love to know what split cards represent in lore terms, but I doubt they'll ever reveal that. Granted, not many people are going to be asking that once they realize that the Fuse keyword means that you no longer have to choose between (to use this card as an example) turning a Craterhoof Behemoth into something that can be killed in combat or shooting down a Drogskol Captain. In fact, whenever you cast this card, your opponent's creatures should always be dying in ones, twos, or mores (maybe you transformed that Drogskol Captain after you blocked a bunch of their Spirits), in sudden and surprising and tricky ways. That's what the Izzet do in this game, I would say.

Constructed: 3/5
Casual: 3/5
Limited: 4/5
Multiplayer: 3/5


Welcome back readers todays card of the day is a versatile fuse card from the newest set. Turn and Burn provides a versatile yet slightly expensive shock that combined with the ability to temporarily transform a creature into a 0/1 weird makes for an unconditional kill spell costing five mana. The versatility of fuse cards however is in full effect. In standard I can see this card seeing some sideboard play as it has use throughout the game but the cost often times may hold it back. In modern this card is expensive but provides a decent amount of versatility but I don’t see it making a huge impact on its versatility alone. In legacy and vintage fuse is not particularly abusable and this card is quite expensive. In casual and multiplayer this card is useful early and the unconditional kill spell could come in handy dealing with indestructible or other troublesome creatures. In limited its removal and a potential combat trick as well. Overall I foresee this card maybe seeing fringe play but having a definite role in casual games.

Constructed: 2.0
Casual: 3.0
Limited: 3.5
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Turn // Burn which is either a three mana Blue, two mana Red, or five mana Blue and Red that can turn target creature into a vanilla 0/1 weird until end of turn, deal two damage to target creature or player, or both depending on the mana spent. This is a flexible combat trick or removal option that is likely to be popular in Izzet decks as it can work against one or two threats in different ways than most other options. Better burn options exist for other Red themes, but the potential of using both against otherwise difficult to burn targets is something Red/Blue players will be considering during the current rotation.

In Limited a five mana removal for just about any threat is a great pick for the format and either side can work as a combat trick or finisher in multiple situations. There's no real drawback to running this in Izzet and either half is strong enough for non-Blue or non-Red decks to include. An automatic inclusion for Red or Blue decks in Sealed and strong enough to justify a second or third pick in Booster.

Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

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