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Great Train Heist
USD $5.38
USD foil $5.22
EUR €3.45
MTGO 0.02 tix

Great Train Heist

{R}

Instant

Spree (Choose one or more additional costs.)

+ {2}{R} — Untap all creatures you control. If it's your combat phase, there is an additional combat phase after this phase.

+ {2} — Creatures you control get +1/+0 and gain first strike until end of turn.

+ {R} — Choose target opponent. Whenever a creature you control deals combat damage to that player this turn, create a tapped Treasure token.

TreasureSpree
Set
Outlaws of Thunder Junction (OTJ #125)
Rarity
Rare
Mana value
1
Released
2024-04-19
Artist
Campbell White
EDHREC rank
#1,117
Colour identity
{R}
Finishes
Nonfoil, Foil
Served from
Local database

Commander bracket

3 +
Bracket 3 and up — Upgraded
In 3 two-card combos

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.26
How much players resent seeing this card. The scale tops out around 3.1.

Combos 5

Kitsa, Otterball Elite+Great Train Heist
{U}{R}
Infinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite untap of creatures you controlInfinitely powerful creatures you control until end of turn
Spellbinder+Great Train Heist
{R}
Infinite combat damageInfinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite storm countInfinite untap of creatures you control
Elite Arcanist+Great Train Heist
{U}{R}
Infinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite storm countInfinite untap of creatures you controlInfinitely powerful creatures you control until end of turn
Charnelhoard Wurm+Great Train Heist+Sozin's Comet
{B}{R}{G}
Infinite artifact ETBInfinite artifact tokensInfinite combat damageInfinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite storm countInfinite tapped Treasure tokensInfinite untap of creatures you controlInfinitely powerful creatures you control until end of turn
Spellbinder+Great Train Heist+Sylvan Awakening
{R}{G}
Infinite combat damageInfinite combat phasesInfinite magecraft triggersInfinite mana creatures you control can produceInfinite mana lands you control can produceInfinite storm countInfinite untap of creatures you controlInfinite untap of lands you control

Format legality

Rulings

  • 2024-04-12

    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

    Great Train Heist’s second mode affects only creatures you control at the time Great Train Heist resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won’t get +1/+0 or first strike.

  • 2024-04-12

    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

    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

    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

    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

    No matter which modes you choose, you always follow the instructions in the order they are written.

  • 2024-04-12

    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

    Notably, Great Train Heist’s first mode doesn’t give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.

  • 2024-04-12

    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

    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

    You can’t choose the same mode more than once.

  • 2024-04-12

    You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.

  • 2024-04-12

    You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.

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