First printed in Outlaws of Thunder Junction (2024)
All 4 prints
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Instant
Spree (Choose one or more additional costs.)
+ — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+ — You may put up to two creature cards from your hand onto the battlefield.
+ — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn.
- Illustrated by
- Jonas De Ro
Legality
- Legal in
- Standard, Pioneer, Modern, Legacy, Vintage, Future Standard, Historic, Timeless, Penny Dreadful, Gladiator, Commander, Duel Commander, Tiny Leaders, Oathbreaker, Brawl, Standard Brawl, Competitive Brawl
- Not legal in
- Pauper, Alchemy, Premodern, Old School 93/94, Pauper Commander, PreDH
Rulings (13)
- 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.
- 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.
- 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 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.
- You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
- No matter which modes you choose, you always follow the instructions in the order they are written.
- 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.
- You can't choose the same mode more than once.
- 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.
- The effect of Smuggler's Surprise's last mode affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won't get hexproof or indestructible. However, if you chose Smuggler's Surprise's second mode, any creatures you put onto the battlefield that way will gain hexproof and indestructible until end of turn if their power is 4 or greater.
- 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.
- You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
Prices
MTGO price: 0.006 TIX, the cheapest non-foil print (average sell price on GoatBots, 1 Nov 2026).
In Limited on MTG Arena
Win rates in Arena drafts and sealed, retrieved from 17Lands (CC BY 4.0).
| Set | GIH WR | vs set | IWD | Games |
|---|---|---|---|---|
| Outlaws of Thunder Junction (OTJ), Premier Draft | 56.7% | +2.5 | +2.5 | 15623 |
| Outlaws of Thunder Junction (OTJ), Sealed | 57.8% | +2.5 | +2.8 | 1108 |
- GIH WR
- win rate of the games in which the card was in the opening hand or drawn
- vs set
- points above or below the average win rate of all decks in the set
- IWD
- improvement when drawn: GIH WR minus the win rate when the card stayed in the library
- Games
- games in which the card was seen