Spree

Spree is a keyword ability for instants and sorceries that was introduced in Outlaws of Thunder Junction. It grants them modality.
==Description==
Spree can be considered a hybrid of an escalate variant of fuse. Fuse exists only on split cards and have two effects of (so far, always) differing mana costs and can be combined to create a greater effect. For two-mode Spree spells, this is nearly the same, but the templating gives it an overlapping "base" cost that makes it cheaper than the sum. However, split cards can only produce two effects, and like escalate it can go up to three or more, though only those with three have been printed. This means that the same card can have very cheap and low-impact effects and more expensive, high-impact effects. When cast, the player must choose one or more of these additional costs. The spell cannot be cast without choosing at least one additional cost.
A spell with spree can have a very different impact when it's cast in the early game using cheaper effects compared to when it's cast as a finisher going all-out on expensive effects.
===Icon===
To help highlight the mandatory additional cost, the title bar of cards with spree has been modified to include a white plus sign ("+") on a black triangle after the mana cost.
The modified card frame is just a reminder and has no actual rules meaning.
==Rules==
==Rulings==
*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.
*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.
*You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
*You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
*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 or didn't specify.
*No matter which modes you choose, you always follow the instructions in the order they are written.
*You can't choose the same mode more than once.
*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.
*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.
*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.
*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.
*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.
==Examples==
==References==