Wear // Tear card art

Wear // Tear

Instant // Instant MV 3

Tracked across real Commander games played through TurnZero HQ.

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What it does

Destroy target artifact.

Fuse (You may cast one or both halves of this card from your hand.)

Destroy target enchantment.

Fuse (You may cast one or both halves of this card from your hand.)

Rulings

10 official rulings, in the order Wizards published them.

  • 2013-04-15

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

  • 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 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

    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 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

    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

    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

    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

    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.

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Wear // Tear, whatever its commander.

Decks running it 4
Games played 0
Win rate — Fewer than 5 completed games, which is not enough to publish a rate yet.
Confirmed on board 0 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Caesar, Legion's Emperor 1 0 —
Isshin, Two Heavens as One 1 0 —

Colors it shows up in

  • Mardu 2 decks

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.