Kicker: The Complete MTG Mechanic Guide

By Kim HildeqvistUpdated

Some cards ask you to make a decision at the moment you cast them: pay a little more now, get a lot more back. That's kicker in a nutshell - one of Magic's most elegantly simple mechanics, and one that has quietly shaped gameplay across more than two decades of sets.

What is kicker?

Kicker is a keyword ability that lets you pay an optional additional cost when casting a spell. If you pay it, the spell does something more - or something different. If you don't, the spell still works, just at its baseline.

A typical kicker card looks like this:

Vines of Vastwood '{G}' - Instant Kicker '{G}' Target creature can't be the target of spells or abilities your opponents control this turn. If this spell was kicked, that creature gets +4/+4 until end of turn.

Cast it for '{G}' and you're protecting a creature. Cast it for '{G}{G}' and you're protecting a creature and turning it into a sudden combat threat. Same card, two different situations, one clean decision point.

That flexibility is the entire appeal. Kicker cards don't become dead draws as the game progresses - a kicked version of a spell you couldn't afford on turn two might be exactly what you need on turn six.

Rules

How and when to kick

You declare whether you're paying a kicker cost at the same time you choose other spell modes - before paying any costs. Then you pay the kicker cost alongside the spell's mana cost. It's all part of the same casting action (CR 702.33a, 601.2b).

Kicker never changes a spell's mana cost or mana value. A spell with a base cost of '{2}{G}' and a kicker of '{3}' still has a mana value of 5 even when you kick it. This matters for effects that care about spell costs, like Convoke discounts or cards that count mana spent.

Kicking is always optional. You can never be forced to pay a kicker cost.

Kicked permanents and "enters the battlefield" abilities

Permanents with kicker work in two ways:

  • Some enter with counters if kicked - like Kavu Titan, which enters with three +1/+1 counters and trample if its kicker was paid.
  • Some have triggered abilities that check whether they were kicked - like Heartstabber Mosquito, whose "destroy target creature" ability only triggers if it was kicked.

Here's an important edge case with targeted ETB abilities: the target is chosen when the ability triggers, not when you cast the spell. So if you cast a kicked Heartstabber Mosquito and your opponent sacrifices their only creature in response, the Mosquito still enters, the ability still triggers, and you must choose a legal target - even if the only one available is your own creature. Even the Mosquito itself.

Also worth knowing: if a permanent with kicker is put onto the battlefield by some other spell or ability (not cast from hand), there's no opportunity to kick it. The triggered ability simply won't fire.

Instants and sorceries: "instead" is the key word

Kicker works differently on different spells, and the word "instead" tells you everything:

  • Without "instead": both effects happen. Savage Offensive gives creatures first strike normally, then also gives +1/+1 if kicked.
  • With "instead": the kicked version replaces the unkicked version. Bold Defense gives +1/+1 unkicked, but if kicked it gives +2/+2 and first strike instead - the smaller bonus doesn't stack on top.

Read every kicker card carefully for this distinction before you cast it.

If a kicked spell is copied

If you copy a kicked spell - say, with a Fork effect - the copy is also kicked. You don't pay the kicker cost again; the copy inherits the kicked status of the original.

Multikicker

Multikicker is a variant of kicker that allows you to pay the optional cost any number of times. Each payment adds another instance of the effect. Skitter of Lizards, for example, enters with one +1/+1 counter for each time you paid its multikicker cost.

Unlike regular kicker, there's no ceiling - you can kick a multikicker spell as many times as your mana allows. Multikicker was introduced in Worldwake and has appeared in sets including Modern Horizons 2.

Sticker kicker and assist kicker

Two niche variants are worth knowing about:

  • Sticker kicker, introduced in Unfinity, adds a ticket counter and the option to place a sticker on the kicked spell. It's an Acorn (silver-border successor) mechanic, so it's not legal in traditional Constructed formats.
  • Assist kicker, introduced on the Mystery Booster 2 test card All-Star Kicker, lets another player on your team help pay the kicker cost. Purely a team-play mechanic for formats like Two-Headed Giant.

Common misunderstandings

  • You cannot pay a regular kicker cost more than once. Only multikicker allows multiple payments.
  • Kicker costs are not part of the spell's mana cost. They don't interact with cost-reduction effects that target mana cost specifically (unless that effect explicitly mentions additional costs).
  • If a kicker card has targets tied to the kicked effect, you only choose those targets if you actually kicked the spell (CR 702.33g).

Strategy

The built-in flexibility premium

The fundamental reason to include kicker cards in your deck is that they're never useless. An unkicked Vines of Vastwood at '{G}' is a protection spell; a kicked one at '{G}{G}' is a protection spell and a combat trick. You're trading a small premium in card design (kicker cards are often slightly weaker at their base rate than a dedicated spell would be) for the ability to play the same card slot across multiple points in the game.

This makes kicker cards especially strong in formats with slower midrange games - Commander, Limited, and older Constructed formats where the game regularly reaches five or six lands. In a 40-card Limited deck, a kicker card can act as a cheap two-drop on turn two and a haymaker on turn seven.

Mana sinks and late-game scaling

In decks that flood out (draw too many lands), kicker cards act as natural mana sinks. Drawing Kavu Titan on turn seven when you're at six lands isn't the same disaster it would be with a vanilla two-drop - you can kick it for a 5/5 trample that immediately threatens the board.

Multikicker cards take this even further. If you build a deck that can reliably reach six or seven mana, multikicker spells can end games on their own.

Off-colour kicker and mana base considerations

Some kicker cards have off-colour kicker costs - the base spell is one colour, but kicking it requires mana from a different colour. Savage Offensive is a '{1}{R}' sorcery with a green kicker; Vigorous Charge is '{G}' with a white kicker.

This is a deliberate design choice that rewards two-colour and multicolour decks. If you're splashing a second colour, cards with off-colour kicker can provide full value from that splash without needing many sources - you're not committing to the off-colour, just opportunistically using it when it's available.

Format check: In formats like Dominaria United Limited, knowing which colour pairs have kicker synergies matters a lot during draft. The entire set was built around multicolour kicker cycles.

Playing against kicker

When an opponent casts a kicker spell, the key question is: can they afford to kick it? Watch their available mana, and think about whether the unkicked or kicked version changes whether you want to respond.

If an opponent casts a kicked Heartstabber Mosquito, remember: sacrifice your creature before the Mosquito resolves, and you'll force them to target one of their own. The ability doesn't trigger until the Mosquito actually enters the battlefield.

Notable cards

Vines of Vastwood

A '{G}' Instant from Zendikar that protects a creature for one mana or turns it into a +4/+4 threat for two. This card saw significant Modern play in Infect decks, where the protection clause stopped removal and the power boost often meant a lethal poison counter attack. It does two genuinely useful things at radically different points on the mana curve.

Kavu Titan

A '{1}{G}' Creature from Invasion that enters as a humble 2/2 or, if kicked for '{2}{G}', a 5/5 with trample. It's a textbook example of kicker's design philosophy: one card that's acceptable on turn two and threatening on turn five.

Skizzik

A '{3}{R}' Elemental from Invasion. Without its kicker, it's a 5/3 with trample and haste that sacrifices itself at the end of turn - genuinely aggressive but temporary. Kick it for one extra '{R}' and it stays forever. Skizzik was a serious Standard card during Invasion block and shows how kicker can change not just a card's power level but its entire role in the game.

Unstable Footing

A '{R}' Instant that prevents damage prevention effects for the turn. Kicked for '{3}{R}', it also deals 5 damage to a player or planeswalker. The unkicked mode is niche but real - stopping Fog or lifegain effects - while the kicked mode is just a direct damage spell. Two genuinely independent uses in one card.

Skitter of Lizards

The cleanest possible demonstration of multikicker. A 1/1 with haste for '{R}', it enters with a +1/+1 counter for every time you paid its '{R}' multikicker cost. In the late game with a pile of mana, it becomes whatever size you want.

History

The Invasion block origin

Kicker was introduced in Invasion (2000), a landmark multicolour set built around the five-colour Coalition conflict. The mechanic was a natural fit: off-colour kicker costs immediately rewarded players for running more than one colour, which was the whole flavour and mechanical identity of the block.

With Planeshift (2001), the second set in the block, non-mana kicker costs and multiple kicker abilities on a single card were added, expanding the design space considerably.

Lore aside: In the Invasion block's card art, the five-coloured Coalition Symbol - or a piece of it - was embedded in the artwork of most kicker cards. A small piece of flavour consistency that tied the mechanic to the story.

Early design principles (some since retired)

The original kicker design had two structural rules that have since been relaxed:

  1. Abilities weren't granted through kicker - instead, kicker gave +1/+1 counters. This was fine in 2000 when counters were rare, but as the game evolved and +1/+1 counters became a ubiquitous marker for dozens of mechanics, they became unreliable as a signal that a creature was kicked.
  2. Colourless kicker costs were "magnifiers" - they numerically increased an effect (more counters, more tokens). Coloured kicker costs added a different effect, requiring more colour commitment. By Zendikar Rising, this rule was relaxed, with several cards designed against it.

Returns and expansion

Kicker has come back multiple times:

  • Time Spiral block - a nostalgic return fitting the set's "vintage" theme
  • Zendikar and Zendikar Rising - full-set kicker mechanics, including the introduction of multikicker in Worldwake
  • Dominaria and Dominaria United - particularly notable returns. *Dominaria United* took direct cues from Invasion block, bringing back off-colour kicker and multiple kicker costs. Every kicker spell in the set has a multicolour identity, arranged in nine neat cycles.
  • Modern Horizons, *Modern Horizons 2, Modern Horizons 3* - higher-powered kicker cards for Constructed formats
  • March of the Machine - a single kicker card, but significant: it confirmed kicker's status as a deciduous mechanic, meaning it can appear in any set going forward without being a named returning mechanic. Mark Rosewater confirmed this officially.

Kicker has been part of Magic for long enough, and appeared in enough different places, that it's essentially a permanent part of the design vocabulary - a tool the team reaches for whenever they want to give a card meaningful choices across different stages of the game.

Frequently Asked Questions

Does kicker change a spell's mana cost or mana value?
No. Kicker costs are additional costs, not part of the spell's mana cost. A spell's mana value is calculated from its mana cost only, so it stays the same whether you kick it or not. This matters for any effect that cares about mana value, like cost-reduction effects or cards that count the mana a spell costs.
Can I pay a kicker cost more than once?
Not unless the card says Multikicker instead of Kicker. Regular kicker can only be paid once. Multikicker explicitly says you may pay the cost any number of times, and the effect scales with each payment.
What happens if a kicked permanent is put onto the battlefield without being cast?
Nothing — there's no opportunity to kick it. Kicker only functions while a spell is being cast from hand (or another zone). If a creature with kicker is cheated into play by another spell or ability, its kick-triggered abilities don't fire and it enters with no bonus.
If I copy a kicked spell, is the copy also kicked?
Yes. A copy of a kicked spell is also kicked. You don't pay the kicker cost again — the copy inherits the kicked status of the original automatically.
What formats is kicker legal in?
Kicker is a deciduous mechanic — it can appear in any set — so legality depends on which specific cards you're asking about and which format you're playing. Cards from recent kicker-featuring sets like Zendikar Rising and Dominaria United are legal in Modern, Pioneer, and Standard (while they're in the rotation window). Older kicker cards from Invasion block and Time Spiral are legal in Modern, Legacy, and Vintage. Always check the current format legality of the individual card on a resource like Scryfall.
What is the difference between kicker and multikicker?
Regular kicker lets you pay an optional additional cost exactly once when casting a spell. Multikicker lets you pay that optional additional cost any number of times, and the effect scales with each payment. For example, Skitter of Lizards enters with one +1/+1 counter for every time its multikicker cost was paid, so with enough mana you can make it as large as you want.

Cards with Kicker

225 cards have the Kicker keyword — page 14 of 15

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