Rush of Dread card image

Preview only. Your saved copies stay unchanged.

Outlaws of Thunder Junction Promos

Rush of Dread

Sorcery

Spree (Choose one or more additional costs.) + — Target opponent sacrifices half the creatures they control of their choice, rounded up. + — Target opponent discards half the cards in their hand, rounded up. + — Target opponent loses half their life, rounded up.

Color profile

Color identity

  • Black

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

13
  1. Wizards of the Coast

    Like the effects of all modal spells, Rush of Dread’s effects happen in order. If the first two modes target different opponents, the opponent targeted by the second mode will see what the first opponent sacrificed before choosing what to discard.

  2. 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.

  3. 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.

  4. 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.

  5. Wizards of the Coast

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

  6. 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.

  7. Wizards of the Coast

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

  8. Wizards of the Coast

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

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

Public deck signals

Often played with

6 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

Same Oracle card

Other printings

3 results