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Stirring Address

Stirring Address

Instant

common

Target creature you control gets +2/+2 until end of turn. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

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Semantic Tags

Overloadmechanical

A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”

Overloadvector

A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Pumpvector

A spell or ability that gives a temporary power/toughness boost.

Tribalmechanical

Cares about creature types — lords, type-matters effects, and changeling.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
Jumpstart: Historic Horizons#145common···
Modern Horizons#32common···

Related Concepts

Overload

A keyword ability that allows a spell to affect either a single target or many objects. See rule 702.96, “Overload.”

Related Rules

702.96

Overload

702.96a

Overload is a keyword that represents two static abilities that function while the spell with overload is on the stack. Overload [cost] means “You may choose to pay [cost] rather than pay this spell’s mana cost” and “If you chose to pay this spell’s overload cost, change its text by replacing all instances of the word ‘target’ with the word ‘each.’” Casting a spell using its overload ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

702.96b

If a player chooses to pay the overload cost of a spell, that spell won’t require any targets. It may affect objects that couldn’t be chosen as legal targets if the spell were cast without its overload cost being paid.

702.96c

Overload’s second ability creates a text-changing effect. See rule 612, “Text-Changing Effects.”

Rulings

2024-01-12

To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.

2024-01-12

If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.

2024-01-12

If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.

2024-01-12

Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.