Last updated on September 30, 2025

Lively Dirge | Illustration by Warren Mahy
Outlaws of Thunder Junction is an MTG set introducing a lot of Western-themed tropes, mechanics, and keyword abilities, as well as crimes. Not only can you commit crimes, but you can go on a crime spree. In some ways, it’s yet another kicker variant, but there’s a bit more to the spree mechanic than just that.
Let’s take a look at what it’s all about, as well as some of the cards you see it on.
How Does Spree Work?

Final Showdown | Illustration by Izzy
Spree cards are modal spells with at least two options to add on to the spell when you cast it. You must choose one of these options when casting, and each one has an additional mana cost associated with it. You can only choose each mode up to once per casting.
The thing that makes spree cards unique in terms of modal spells is that the card does nothing unless you pay an additional cost. You can’t actually cast it without paying an additional cost, but that's what makes spree unique when compared to spells like Archmage's Charm or Collective Brutality.
All the additional costs require mana, but I can’t see any hard reason for this restriction in future designs.
The History of Spree in MTG
Spree is a mechanic that first appeared on 21 cards in 2024's Outlaws of Thunder Junction. The mechanic is almost certainly not evergreen, with the name of the set carrying a small amount of the “crime spree” flavor, but there’s no reason why we won’t see it pop up again in the future.
Notably, not all spree cards or modes on spree cards count as committing a crime.
Is Spree an Additional Cost?
Yes, each of the modal costs on a spree card is an additional cost.
Can I Choose the Same Cost Again?
No, none of the spree cards allow you to choose the same additional cost.
Is Spree a Triggered Ability?
No, spree isn’t a triggered ability. It's an additional cost to the spell.
When Do You Pay Spree Costs?
You pay the spree costs when you cast the spell, alongside the main cost off the card.
Does Spree Change Mana Value?
Spree costs are classified as additional costs, so they don't change the mana value of the spell, even when the spell is on the stack. This means that a Final Showdown can’t be countered by a Disdainful Stroke, no matter how many modes are chosen.
Can You Choose Zero Additional Costs for a Spree Card?
No, you can’t cast a spree card without paying for any of the modes. The reminder text states that one or more modes must be chosen.
What if I Cast a Spree Spell Without Paying Its Mana Cost?
Effects that let you cast a spell without paying its mana cost end up like a discount towards the effect you actually want. Isochron Scepter shaves off the cost of Rush of Dread and leaves you with costs of or for powerful effects.
What Happens If a Spree Spell is Copied?
A copied spree spell uses the same modes, though you do get to pick new targets. So, a Slick Imitator that targets Dance of the Tumbleweeds will also search out a land a create a big green elemental if was originally paid.
Spree vs. Escalate
Escalate, first seen in Eldritch Moon, is similar to spree as you can pay extra costs for multiple modes. The main difference between spree and escalate is that with escalate, the base mana cost of the spell includes the first mode, whereas this isn’t the case with spree. Also, with escalate, each additional mode has the same cost (for example, Collective Effort requires you to tap a creature for each additional mode). In contrast, each mode of a spree card can have a different additional cost.
Spree vs. Kicker
Spree is a bit like kicker, only in that (as the joke goes) every mechanic is like kicker! Kicker cards can have multikicker abilities on them, but they all have a base ability of the card that doesn’t require kicking. Spree cards don’t have a base ability, so you always need to “kick” it at least once.
Gallery and List of Spree Cards
- Caught in the Crossfire
- Dance of the Tumbleweeds
- Explosive Derailment
- Final Showdown
- Getaway Glamer
- Great Train Heist
- Insatiable Avarice
- Jailbreak Scheme
- Lively Dirge
- Metamorphic Blast
- One Last Job
- Phantom Interference
- Requisition Raid
- Return the Favor
- Rush of Dread
- Rustler Rampage
- Shifting Grift
- Smuggler's Surprise
- Three Steps Ahead
- Trash the Town
- Unfortunate Accident
Best Spree Cards
#5. Return the Favor
Return the Favor is a slick trick that any deck with a red commander wants access to. Name me a Commander game where you don't have spells or abilities to copy, or targets to Redirect… I'll wait.
#4. Insatiable Avarice
Insatiable Avarice is quite acceptable for either of it's modes on their own. A little perspective for you is the black tutor, Cruel Tutor is found in more than 8,000 Commander decks according to EDHREC, and Harrowing Journey was playable during Dark Ascension Limited, so a Sign in Blood is certainly worth consideration.
#3. Three Steps Ahead
Three Steps Ahead is a strong blue instant with tons of value beyond a regular unconditional counterspell, a favorite in Standard.
#2. Final Showdown
Final Showdown turns player's heads as a powerful board wipe that works at instant speed. It can even remove indestructible creatures, turn off any abilities that activate when a creature dies, and/or keep your best creature about. It may look expensive compared to some sorcery-speed board wipes, but don’t be fooled by how much more powerful this is at instant speed.
#1. Smuggler's Surprise
Smuggler's Surprise is another instant-speed green card that’s quite exciting. For 6 mana, you can put any two creatures from your hand onto the battlefield at instant speed. They don’t even enter tapped, so you can catch players out on a block. Imagine attacking into an empty board just to be surprise-blocked by an Emrakul and a Griselbrand. And that’s before you tack on the other abilities that allow you to find creatures, as well as protect what you put into play.
Round Up

Smuggler's Surprise | Illustration by Jonas De Ro
What do you think about spree? Is it a good way to put a spin on modal cards, or do you just see it as another kicker? Personally, I quite like it, and I think it’s a clean way to codify modal spells/additional costs onto a card, although I feel like the keyword‘s flavor might tie it to the set a little bit too much, which could end up being a shame.
Are there any spree cards that you have your eye on? Let us know with a comment or over at the Draftsim Discord your latest brewing spree!
Thank you for reading and see you next time!
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