Ready // Willing
~$0.26 low · ~$0.66 high
Multicolor. Instant // Instant
//

Dragon's Maze #132 · Illustrated by Zoltan Boros
What is Ready // Willing worth?
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
Ready
Instant
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.)
Willing
Instant
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.)
Format legality
The only printing of Ready // Willing
| Printing | Rarity | Non-foil | Foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|---|
Dragon's Maze dgm #132· 2013rare· Cardmarket €0.55 · €0.92 foil | rare | $0.26 | $0.66 | €0.55€0.92 foil |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Ready // Willing
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Card details
- First printed
- 2013
- Printings
- 1
- Mana value
- 6
- EDHREC rank
- #16,182 on EDHREC (Commander popularity)
- Keywords
- Fuse
- Artist
- Zoltan Boros
What the codes mean
The small print at the bottom of the Dragon's Maze card (#132).
132
- 132Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
Cards from 1998 to mid-2014 print the collector number over the set's card count (like 90/383) next to the copyright line. They have no rarity letter, set code or language code: the set symbol and its colour show the set and rarity.
How to read a Magic card: every part and code, on real cards.
Card breakdown
The parts of Ready // Willing (2 faces), read from the Dragon's Maze printing. How to read any Magic card.
Ready
- Mana cost
What you pay to cast this face.
- Type line
- Instant is the card type.
- Text box
- What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.
Willing
- Mana cost
What you pay to cast this face.
- Type line
- Instant is the card type.
- Text box
- What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.
This printing
- Illustration
- By Zoltan Boros. The art has no effect on the game.
- Set symbol
- Dragon's Maze. Gold means rare.
- Collector number
- 132 = collector number: this card's place in the set list. Main-set cards print it over the set's card count.
- Artist
- Zoltan Boros, after the paintbrush.
- Copyright
- Wizards of the Coast's copyright notice, with the year.
Keywords
- FuseCR 702.102
- Defined in the Comprehensive Rules at the rule above.
Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.
Rulings (13)
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.
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