One Last Job
White reanimation has always come with a leash, and here it is a leash you assemble yourself out of the costs you decline. Each Spree option is a separate resurrection with its own price tag: two extra mana to bring back a creature outright, one to reclaim a Mount or Vehicle, one to snap an Aura or Equipment straight onto a creature you already control. Fire off a single mode or pay for all three at once, and the card scales from a modest single-target return early to a full board-rebuild once the mana and the graveyard justify it. That is the design logic behind Spree: rather than fix one effect and price it aggressively, the mechanic lets the card sit inert in hand until the game hands you the right pile of dead permanents, then pays out exactly as much as you can afford. The Equipment and Aura modes are the quiet ones, because they don't just recur a card, they re-attach it, converting a wrath-swept board of gear into instant re-armament. What holds it in check is that it's a sorcery with no body of its own: every mode returns something else, so the card is only as strong as what your graveyard has already surrendered, and against an empty yard it does nothing at all.



