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Pioneer Masters

Alive // Well

Sorcery // Sorcery

Create a 3/3 green Centaur creature token. Fuse (You may cast one or both halves of this card from your hand.) // You gain 2 life for each creature you control. Fuse (You may cast one or both halves of this card from your hand.)

Color profile

Color identity

  • White
  • Green

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

12
  1. Wizards of the Coast

    If you cast Alive // Well as a fused split spell, the Centaur creature token will count toward the amount of life you gain.

  2. Wizards of the Coast

    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.

  3. Wizards of the Coast

    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.

  4. Wizards of the Coast

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

  5. Wizards of the Coast

    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.

  6. Wizards of the Coast

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

  7. Wizards of the Coast

    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.

  8. Wizards of the Coast

    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.

  9. Wizards of the Coast

    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.

  10. Wizards of the Coast

    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.

  11. Wizards of the Coast

    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.

  12. Wizards of the Coast

    Count the number of creatures you control when Well resolves to determine how much life you gain.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

1 results