Smuggler's Surprise — Quiet Cargo, Loud Outcomes
Smuggler's Surprise plays like a trader's ledger and a getaway plan in one instant. At {2}{G} this rare instant is built around Spree so you choose one or more additional costs to shape the outcome. The first option mills four cards and lets you salvage up to two creature or land cards from the milled cards into your hand. That line alone rewards thoughtful deck construction and timing against graveyard hate.
Take the other options to escalate the swing. You can cascade into deploying creatures straight from hand or harden a board of big threats with hexproof and indestructible until end of turn. In practice this card fits midrange strategies that want flexible value on demand and fits the Outlaws of Thunder Junction theme of improvised gains and sticky exits. Use it to refill, to cheat creatures into play, or to lock down combat turns when you need to push through damage.
Card Details:
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Mana Cost – {2}{G}
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Card Type – Instant
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Subtypes – (none)
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Card Text / Rules Text (Printed) – Spree (Choose one or more additional costs.)
+{2} — Mill four cards. You may put up to two creature and/or land cards from among the milled cards into your hand.
+{4}{G} — You may put up to two creature cards from your hand onto the battlefield.
+{1}{G} — Creatures you control with power 4 or greater gain hexproof and indestructible until end of turn. -
Power / Toughness – N A