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Caught in the Crossfire magic the gathering card art
Outlaws of Thunder Junction (otj)
#117 • uncommon • English • Foil

Caught in the Crossfire
mountainmountain

Instant

Spree (Choose one or more additional costs.)

+
1
— Caught in the Crossfire deals 2 damage to each outlaw creature. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)

+
1
— Caught in the Crossfire deals 2 damage to each non-outlaw creature.

Illustrated by Xabi Gaztelua


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Links
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EDHREC Card Analysis
Legalities
Legal
standard
Legal
future
Legal
historic
Legal
timeless
Legal
gladiator
Legal
pioneer
Legal
Modern
Legal
Legacy
Not Legal
pauper
Legal
vintage
Not Legal
Penny
Legal
Commander
Legal
Oath Breaker
Legal
Standard Brawl
Legal
brawl
Not Legal
alchemy
Not Legal
Pauper EDH
Legal
duel
Not Legal
Old School
Not Legal
Pre-Modern
Not Legal
PreDH
Rulings
A card, spell, or permanent is an outlaw if it has the Assassin, Mercenary, Pirate, Rogue, or Warlock creature type. It doesn’t matter if it has more than one of those creature types; as long as it has at least one, it’s an outlaw.
2024-04-12 • wotc
Outlaw is not a creature type. If an effect asks you to choose a creature type, you can’t choose outlaw.
2024-04-12 • wotc
If an ability refers to an outlaw or whether a player controls an outlaw, it’s referring only to permanents with one or more of the creature types specified above. Notably, it’s not referring to any spell or card not on the battlefield. However, other abilities may refer to an “outlaw spell” or “outlaw card” in a zone other than the battlefield. Those abilities refer to spells and cards with one or more of the specified creature types.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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.
2024-04-12 • wotc
You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
2024-04-12 • wotc
You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
2024-04-12 • wotc
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.
2024-04-12 • wotc
No matter which modes you choose, you always follow the instructions in the order they are written.
2024-04-12 • wotc
You can’t choose the same mode more than once.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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.
2024-04-12 • wotc
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