Spree: Difference between revisions
>RivalRowan (Release notes clearly state you can only choose a mode once. You can choose multiple modes though. Undo revision 514992 by 46.135.6.26 (talk)) |
>RivalRowan (Added Rules after CR update.) |
||
Line 22: | Line 22: | ||
==Rules== | ==Rules== | ||
{{CR+G}} | {{CR+G}} | ||
{{CR|700.2h}} | |||
==Rulings== | ==Rulings== |
Revision as of 04:11, 11 April 2024
Spree | |
---|---|
Keyword Ability | |
Type | Static |
Introduced | Outlaws of Thunder Junction |
Last used | Outlaws of Thunder Junction |
Reminder Text | Spree (Choose one or more additional costs.) |
Statistics |
21 cards 23.8% 23.8% 19% 19% 14.3% |
Scryfall Search | |
keyword:"Spree" |
Spree is a keyword ability for instants and sorceries that was introduced in Outlaws of Thunder Junction.[1][2] It grants them modality.
Description
Similar to escalate, spells with spree have several effects, each with an additional cost. Where spree differs from escalate, however, is that the different effects can have different costs in order to choose them (indicated with a + next to the ability, where X is the cost). This means that the same card can have very cheap and low-impact effects and more expensive, high-impact effects. When cast, the player must choose one or more of these additional costs. The spell cannot be cast without choosing at least one additional cost.
A spell with spree can have a very different impact when it's cast in the early game using cheaper effects compared to when it's cast as a finisher going all-out on expensive effects.
Icon
To help highlight the mandatory additional cost, the title bar of cards with spree has been modified to include a white plus sign ("+") on a black triangle after the mana cost. The modified card frame is just a reminder and has no actual rules meaning.
Rules
From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- Spree
- An ability found on some modal spells that allows you to choose one or more modes and requires you to pay additional costs for those modes. See rule 702.172, “Spree.”
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 702.172. Spree
- 702.172a Spree is a static ability found on some modal spells (see rule 700.2) that applies while the spell on the stack. Spree means “Choose one or more modes. As an additional cost to cast this spell, pay the costs associated with those modes.”
- 702.172b Cards with the spree ability have a plus sign icon in the upper right corner of the card. This symbol is a visual reminder that this card requires an additional cost to be cast. This icon has no rules meaning.
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 700.2h Some modal spells use plus signs (+) rather than bullet points, with each plus sign followed by a cost. This indicates that each mode has an additional cost that must be paid as the spell is cast if that mode is chosen. If more than one such mode is chosen, all additional costs must be paid to cast that spell. Paying these costs follows the rules for paying additional costs in rules 601.2b and 601.2f–h.
Rulings
- Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.[3]
- Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
- You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
- You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
- If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose.
- No matter which modes you choose, you always follow the instructions in the order they are written.
- You can't choose the same mode more than once.
- The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn't matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
- No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won't be put onto the stack until the spell is done resolving.
- If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
- If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won't resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
- If an effect allows you to cast a spell with spree "without paying its mana cost," you must still choose at least one mode and pay the associated additional costs.
Examples
Example
Shifting Grift
Sorcery
Spree (Choose one or more additional costs.)
+ —Exchange control of two target creatures.
+ —Exchange control of two target artifacts.
+ —Exchange control of two target enchantments.
References
- ↑ Matt Tabak (March 26, 2024). "Outlaws of Thunder Junction Mechanics". magicthegathering.com. Wizards of the Coast.
- ↑ Mark Rosewater (April 1, 2024). "Outlaw of the Land, Part 2". magicthegathering.com. Wizards of the Coast.
- ↑ Eric Levine (April 5, 2024). "Outlaws of Thunder Junction Release Notes". magicthegathering.com. Wizards of the Coast.