Smuggler's Surprise
Instant
$4.26
Market price
$4.41
Foil
8
Public decks
Rules Text
Card Facts
Legality
Brawl
LegalCommander
LegalCompetitive Brawl
LegalDuel Commander
LegalFuture
LegalGladiator
LegalHistoric
LegalLegacy
LegalModern
LegalOathbreaker
LegalPenny Dreadful
LegalPioneer
LegalStandard
LegalStandard Brawl
LegalTimeless
LegalTLR
LegalVintage
LegalAlchemy
Not legalOld School
Not legalPauper
Not legalPauper Commander
Not legalPreDH
Not legalPremodern
Not legalRulings
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
- Apr 12, 2024 · Wizards of the Coast
You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
No matter which modes you choose, you always follow the instructions in the order they are written.
- Apr 12, 2024 · Wizards of the Coast
You can't choose the same mode more than once.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
- Apr 12, 2024 · Wizards of the Coast
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.
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Decks using this card
8 public decks run Smuggler's Surprise.









