Fallout (pip) | ||
#105 ⸱ Rare ⸱ English |
![]() Variations : 3Parts— | Inventory ManagementSplit second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) For each Aura and Equipment you control, you may attach it to a creature you control.
LegalitiesLegal Duel Legacy Vintage Commander Oathbreaker Not Legal Brawl Penny Predh Future Modern Pauper Alchemy Pioneer Explorer Historic Standard Timeless Gladiator Oldschool Premodern Standardbrawl Paupercommander RulingsSplit second doesn’t stop triggered abilities from triggering. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
Players may turn face-down creatures face up while a spell with split second is on the stack.
Casting a spell with split second won’t affect spells and abilities that are already on the stack.
If the resolution of a triggered ability involves casting a spell, that spell can’t be cast if a spell with split second is on the stack.
After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
You can’t try to attach an Aura or Equipment to a creature if that Aura or Equipment can’t legally be attached to it.
Players still get priority while a spell with split second is on the stack; their options are just limited to mana abilities and certain special actions.
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