Give // Take
Current paper retail
Card Kingdom$0.35
Cardmarket€0.12
ManaPool$0.15
TCGplayer$0.08
90-day paper retail (USD)
3 providers
This printing
SetPLST
Collector #DGM-129
Released2024-08-02
Rarityuncommon
ArtistSteve Prescott
LanguageEN
Layoutsplit
AttributesReprint
ScryfallOpen ↗

Give // Take

UncommonColour IDMV 6
Split — cast either half
Give
Sorcery
Put three +1/+1 counters on target creature.
Fuse (You may cast one or both halves of this card from your hand.)
Take
Sorcery
Remove all +1/+1 counters from target creature you control. Draw that many cards.
Fuse (You may cast one or both halves of this card from your hand.)
Keywords
Fuse
Card capabilities
Card drawSorcery
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Other printings
2 other English printingsEarliest 2013-05-03Newest 2024-12-10Cheapest priced $0.24 in DGM
Rulings (12)
wotc15 Apr 2013
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.
wotc15 Apr 2013
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.
wotc15 Apr 2013
If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
wotc15 Apr 2013
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.
wotc15 Apr 2013
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.
wotc15 Apr 2013
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.