Ready // Willing
Tracked across real Commander games played through TurnZero HQ.
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What it does
Creatures you control gain indestructible until end of turn. Untap each creature you control.
Fuse (You may cast one or both halves of this card from your hand.)
Creatures you control gain deathtouch and lifelink until end of turn.
Fuse (You may cast one or both halves of this card from your hand.)
Combos with Ready // Willing
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Elite Arcanist Infinite
- Infinite storm count
- Infinite untap of creatures you control
- Infinite mana creatures you control can produce
- Infinite magecraft triggers
- Kitsa, Otterball Elite Infinite
- Infinite untap of creatures you control
- Infinite mana creatures you control can produce
- Infinite magecraft triggers
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
13 official rulings, in the order Wizards published them.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
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.
- 2013-04-15
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
- 2013-04-15
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.
- 2013-04-15
A creature that comes under your control after Willing resolves won't have deathtouch or lifelink, because adding abilities does change a creature's characteristics.
- 2013-04-15
Multiple instances of deathtouch or lifelink are redundant.
- 2013-04-15
You can choose the same object as the target of each half of a fused split spell, if appropriate.
- 2013-07-01
A creature that comes under your control after Ready resolves will not be granted by this effect.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Ready // Willing, whatever its commander.
Every version of Ready // Willing
1 printing, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them.

Dragon's Maze
- Normal
- $0.26
- Foil
- $0.64
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Ready // Willing. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.