Flesh 3BG

Sorcery
Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.
&
Blood RG

Sorcery
Target creature you control deals damage equal to its power to target creature or player.
Fuse (You may cast one or both halves of this card from your hand.)




As Flesh is resolving, if the creature is an illegal target but the creature card is still a legal target, the creature card will be exiled but no counters will be put onto the creature. If the creature is the only legal target, Flesh will still resolve but will have no effect as you didn’t exile a card.

As Blood is resolving, if only one of the targets is legal, Blood will still resolve but will have no effect: If the first target is illegal, it can’t deal damage to anything. If the second target creature or player is illegal, it can’t be dealt damage.

The number of +1/+1 counters is based on the power of the creature card as it last existed in the graveyard.

The amount of damage dealt is based on the first target creature’s power as Blood resolves.

If you cast Flesh & Blood as a fused split card, the +1/+1 counters will have been placed before the amount of damage is determined.