![Shifting Grift (Outlaws of Thunder Junction #66) Shifting Grift (Outlaws of Thunder Junction #66)](https://cards.scryfall.io/large/front/2/0/20b8313b-a680-4dca-959a-1a7fa5cb4b1b.jpg?1712860608)
Shifting Grift {U}{U}
Sorcery
Spree (Choose one or more additional costs.)
+ {2} — Exchange control of two target creatures.
+ {1} — Exchange control of two target artifacts.
+ {1} — Exchange control of two target enchantments.
Illustrated by Marzena Nereida Piwowar
- Standard
- Legal
- Alchemy
- Legal
- Pioneer
- Legal
- Explorer
- Legal
- Modern
- Legal
- Historic
- Legal
- Legacy
- Legal
- Brawl
- Legal
- Vintage
- Legal
- Timeless
- Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Legal
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Notes and Rules Information for Shifting Grift:
- Gaining control of a permanent doesn’t cause you to gain control of any Auras or Equipment attached to it. (2024-04-12)
- If one of the target permanents is an illegal target when Shifting Grift resolves, the exchange that permanent is involved in won’t happen. (2024-04-12)
- The effects of Shifting Grift’s modes last indefinitely. They don’t wear off during the cleanup step, and they don’t expire if one of the target permanents stops having that permanent type after Shifting Grift has resolved. (2024-04-12)
- You don’t have to control any of the target permanents. (2024-04-12)
- If the same player controls both permanents involved in a single exchange when that exchange occurs, nothing happens to those permanents. (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)
- 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)
- 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)
- You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed. (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)
- No matter which modes you choose, you always follow the instructions in the order they are written. (2024-04-12)
- You can’t choose the same mode more than once. (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)
- 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)
- 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)