One Last Job

One Last Job

Sorcery

Rarity

Rare

Mana Cost
2 W
Artist

Caroline Gariba

Oracle Text

Spree (Choose one or more additional costs.) + 2 — Return target creature card from your graveyard to the battlefield. + 1 — Return target Mount or Vehicle card from your graveyard to the battlefield. + 1 — Return target Aura or Equipment card from your graveyard to the battlefield attached to a creature you control.

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Rules for this card

  • 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.”

Rulings (14)

  • 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.
  • 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.
  • 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.
  • Wizards of the Coast
    The creature that the Aura or Equipment card returned by the third mode will enter attached to isn’t a target of that mode and is chosen as One Last Job resolves. Notably, if you return a Vehicle with the second mode, you won’t have the opportunity to crew it before having to choose a creature for the third mode. In most cases, it won’t be a creature at that time.
  • Wizards of the Coast
    You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
  • 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.
  • Wizards of the Coast
    You can’t choose the same mode more than once.
  • 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.
  • 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.
  • 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.
  • Wizards of the Coast
    No matter which modes you choose, you always follow the instructions in the order they are written.
  • 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.
  • Wizards of the Coast
    The Aura or Equipment must be able to be legally attached to the creature you choose. You can’t return an Aura card to the battlefield if there’s nothing to enchant. However, if you control no creatures (and didn’t bring any back with the first two modes), you could return an Equipment card to the battlefield unattached to anything.
  • 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.

Other Printings