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Rules guide · Sorcery

Shifting GriftHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Shifting Grift

Shifting Grift 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.

01

Official card text

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.

How it works : Shifting Grift

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Gaining control of a permanent doesn’t cause you to gain control of any Auras or Equipment attached to it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If one of the target permanents is an illegal target when Shifting Grift resolves, the exchange that permanent is involved in won’t happen.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You don’t have to control any of the target permanents.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    If the same player controls both permanents involved in a single exchange when that exchange occurs, nothing happens to those permanents.

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· 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.

  11. #11· 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.

  12. #12· Wizards of the Coast

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

    No other card is named in this ruling.

  13. #13· 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.

  14. #14· 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.

  15. #15· 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.

  16. #16· 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.

  17. #17· 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.

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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Meta decks with Shifting Grift

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