Wear // Tear: Instant, March of the Machine Commander. Destroy target artifact. Fuse Printings, market prices, rulings, and format legality on Mana Grove.
Wear // Tear is a Magic: The Gathering card, an uncommon white and red instant from March of the Machine Commander (MOC), a Commander product released in April 2023. It is collector number 343 in that set, with art by Ryan Pancoast. It costs {1}{R} (one generic and one red mana) to cast, for a mana value of 3. Its colour identity is white and red. It is legal in Pioneer, Modern, Legacy, Vintage, Commander, Duel Commander, Oathbreaker, Brawl, Historic, Timeless and Gladiator. It has been printed in 7 sets, from Dragon's Maze (2013) to Pioneer Masters (2024). The latest aggregated market price for this printing is $2.36 (normal finish, as of 2026-10-23).
Card text
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Market price
Latest aggregated market price for the normal finish of this printing: $2.36 (as of 2026-10-23).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Wear // Tear by format. Formats in which it is not legal are not listed.
Wear // Tear has been printed in 7 sets. The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Pioneer Masters (PIO) #398
Uncommon
2024
Fallout (PIP) #222
Uncommon
2024
Fallout (PIP) #750
Uncommon
2024
Dominaria United Commander (DMC) #174
Uncommon
2022
Commander Legends (CMR) #456
Uncommon
2020
The List (PLST) #DGM-135
Uncommon
2020
Dragon's Maze (DGM) #135
Uncommon
2013
Official rulings
The 8 most recent official rulings for Wear // Tear, newest first.
You can choose the same object as the target of each half of a fused split spell, if appropriate.
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.
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.
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.
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.
When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
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.
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.
Similar cards
Other instant cards with a white and red colour identity, ranked by how often they appear in Commander decks.