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Rules guide · Instant

Unfortunate AccidentHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Unfortunate Accident

Unfortunate Accident 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}{B} — Destroy target creature. + {1} — Create a 1/1 red Mercenary creature token with "{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."

Complete guide

Unfortunate Accident is a versatile black instant featuring the Spree mechanic, allowing you to customize its impact based on your available mana. Whether you need a simple token or a lethal removal spell, this card adapts to the current state of the board.

Understanding Spree

Spree is an additional cost mechanic. To cast Unfortunate Accident, you must pay its base mana cost of one black mana plus at least one of the listed additional costs. You can choose to destroy a creature, create a Mercenary token, or do both if you have the mana to spare. Note that the mana value of this spell remains 1, regardless of how many modes you choose.

Resolution Order

When Unfortunate Accident resolves, you follow the instructions in the order they are printed on the card. First, if you chose the removal mode, the target creature is destroyed. Afterward, if you chose the token mode, you create the 1/1 red Mercenary creature token. No player can take actions between these steps.

Targeting and Legality

If you choose the mode to destroy a creature, you must select a legal target at the time of casting. If that target becomes illegal before the spell resolves (for example, it gains Hexproof), and you did not choose the second mode, the spell fails to resolve. However, if you chose both modes and the creature target becomes illegal, you still create the Mercenary token.

When to Cast

Since Unfortunate Accident is an instant, it is an excellent tool for combat tricks or end-of-turn plays. You can use it to remove a blocker or to surprise your opponent with a Mercenary token that can buff your attackers on your following turn. Remember that the Mercenary token's ability can only be activated at sorcery speed.

Interaction examples

A Ritualistic Execution

You cast Dark Ritual to add three black mana to your pool. You then cast Unfortunate Accident, choosing only the first mode (+2B). You pay the total cost of 3B (1B base + 2B additional). The target creature is destroyed, and you have no mana left in your pool.

The Full Package

With five mana available, you cast Unfortunate Accident choosing both modes. You pay 1B (base) + 2B (mode 1) + 1 (mode 2) for a total of 3BB. First, you destroy target creature. Then, you create a 1/1 red Mercenary token. The Mercenary is now on the board, ready to use its ability to buff another creature during your next main phase.

Strategic Setup

During your opponent's end step, you cast Vampiric Tutor to put a specific card on top of your library. Then, you cast Unfortunate Accident choosing only the second mode (+1) for a total of 1B. You create a Mercenary token, providing you with a blocker or a buff-enabler for your upcoming turn without needing to target any creatures.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Unfortunate Accident

Original English text — Wizards of the Coast / Scryfall

  1. #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. #2· 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.

  3. #3· 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.

  4. #4· 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.

  5. #5· 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.

  6. #6· 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.

  7. #7· Wizards of the Coast

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

    No other card is named in this ruling.

  8. #8· 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.

  9. #9· 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.

  10. #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. #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. #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.

Related cards and tokens

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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