Requisition Raid is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Spree (Choose one or more additional costs.) +— Destroy target artifact. +
— Destroy target enchantment. +
— Put a +1/+1 counter on each creature target player controls.
Complete guide
Requisition Raid is a versatile white sorcery that introduces the Spree mechanic, allowing you to customize your spell for the situation at hand. Whether you need to dismantle your opponent's board or bolster your own army, this card offers a flexible toolkit for just a small mana investment. By choosing one or more additional costs, you can turn a simple spell into a powerful multi-purpose tool.
What It Does
Requisition Raid is a Spree spell, meaning you must choose at least one additional mode as you cast it. You can choose to destroy an artifact, destroy an enchantment, or put +1/+1 counters on all creatures a specific player controls. Each mode costs an additional one generic mana, and you can pick any combination—or even all three—as long as you can pay the total cost and select valid targets for each chosen effect.
How It Resolves Step by Step
First, you declare you are casting Requisition Raid and choose your modes and targets. You then pay the total cost, which is {W} plus {1} for each mode selected. When the spell resolves, you follow the instructions in the exact order they are written on the card: first destroying an artifact, then an enchantment, and finally placing the +1/+1 counters. Note that if you choose multiple modes and all targets become illegal before resolution, the entire spell fails; however, if even one target remains legal, the spell resolves as much as possible.
Common Mistakes
A frequent point of confusion is the mana value; Requisition Raid's mana value is always 1, regardless of how many additional costs you pay. You also cannot choose the same mode twice to destroy two artifacts, for example. Additionally, if you are casting this spell 'without paying its mana cost' via another effect, you still must pay the {1} additional cost for every mode you wish to activate.
When to Play It
This card is best used in aggressive white decks that can take advantage of the +1/+1 counter mode to push for a win, while simultaneously clearing away problematic blockers or engines like powerful Equipment or Auras. Because it is a sorcery, you'll want to use it during your main phase to maximize the impact of the counters before your combat step.
Interaction examples
If your opponent uses Steelshaper's Gift or Open the Armory to find a powerful Equipment or Aura, you can respond on your next turn with Requisition Raid. By paying {W}{1}, you can destroy the permanent they just tutored for, or pay {W}{2} to destroy the permanent and buff your creatures simultaneously.
With four mana ({W}{3}), you can cast Requisition Raid choosing all three modes. You target an opponent's artifact, their enchantment, and yourself for the counters. Even if they sacrifice the artifact in response, the spell still resolves, destroying the enchantment and giving your creatures counters because those targets are still legal.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Requisition Raid
Original English text — Wizards of the Coast / Scryfall
- #1· 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.
No other card is named in this ruling.
- #2· 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.
No other card is named in this ruling.
- #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.
No other card is named in this ruling.
- #4· Wizards of the Coast
No matter which modes you choose, you always follow the instructions in the order they are written.
No other card is named in this ruling.
- #5· 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.
No other card is named in this ruling.
- #6· 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.
No other card is named in this ruling.
- #7· 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.
No other card is named in this ruling.
- #8· Wizards of the Coast
You choose the modes as you cast the spell with spree. Once modes are chosen, they can't be changed.
No other card is named in this ruling.
- #9· Wizards of the Coast
You can't choose the same mode more than once.
No other card is named in this ruling.
- #10· 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.
No other card is named in this ruling.
- #11· 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.
No other card is named in this ruling.
- #12· 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.
No other card is named in this ruling.
Legal formats
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Meta decks with Requisition Raid
No archived Top 8 deck with this card yet.



Steelshaper's Gift
Open the Armory