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Blog >Series > Beck // Call

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Beck // Call image
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- 0.980.01 tix
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NameBeck // Call Edit card
TypeSorcery
DescriptionWhenever a creature enters the battlefield this turn, you may draw a card. Fuse (You may cast one or both halves of this card from your hand.) Create four 1/1 white Bird creature tokens with flying. Fuse (You may cast one or both halves of this caSee more
ArtistAdam Paquette & Adam Paquette
SetThe List #238
WallpaperBeck // Call Crop image Wallpaperdownload
ImageBeck // Call Full hd imagedownload
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About Beck // Call

Beck // Call, Sorcery , designed by Adam Paquette & Adam Paquette first released in May, 2013 in the set Dragon's Maze and was printed exactly in 2 different ways. It's a key card in 2 combos.

This card, Beck // Call, would benefit a deck that focuses on creature-heavy strategies and card draw, particularly in a Simic (G U) or Azorius (W U) deck. Decks that rely on token generation and card advantage would find this card useful, especially in combination with cards that trigger multiple creature entries. While Beck // Call offers versatility with its Fuse ability, there may be better options for similar effects in certain decks, such as Coastal Breach or Harmonize, depending on the specific strategy and playstyle of the deck. Overall, Beck // Call could see play in decks looking to capitalize on creature tokens and card draw simultaneously.

Rules

04/15/13

Beck triggers when any creature enters the battlefield, no matter who controls it.

04/15/13

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.

04/15/13

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.

04/15/13

If you cast Beck // Call as a fused split spell, the triggered ability it creates will be in effect when the Bird creature tokens enter the battlefield. You’ll draw up to four cards.

04/15/13

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.

04/15/13

On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.

04/15/13

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.

04/15/13

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.

04/15/13

To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.

04/15/13

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

04/15/13

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.

04/15/13

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

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