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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 2.659 / 5  (41 votes)
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I don't know why this is rated so low. I mean who will want to destroy this Aura as it's only one mana. Many games I see not using one land because the spell you want to cast costs one mana less that when you can spare. This card could be an alpha strike and it should be rated higher.
Posted By: wholelottalove (10/17/2012 9:46:45 AM)
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"Whenever enchanted land is tapped for mana, if that mana is paid to cast a creature spell, that creature gets haste until the end of the turn"

Is what you were looking for, Wizards. Also be sure to keep it a t 1 or 2 CMC, since it's making land destruction more painful than it already is and Ferver that much better, since Ferver gives it to everything and this does not.
Posted By: RAV0004 (9/30/2012 4:55:51 PM)
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Odd synergy with any of the Urza block's "free" creatures that untap lands as they come into play. Or the myriad of Green creatures that do that.
Posted By: Nucleon (9/25/2012 3:56:32 PM)
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The enchant land theme from Return to Ravnica is already a cool thing by itself, but this is my favorite.
I've waited for something like this for a long time.
Being able to give one creature haste each turn can be just as good as an effect that gives all of them haste.

It's also a nice mana curve fixer:
First of all, this is one of a few 1cc auras you can easily cast on turn 1.
While on the field, you can always choose to either spells so you're tapped out, or a combination with at least one creature that costs less and use your last untapped land to give it haste.

This works great with Rakdos's Unleash mechanic since it doesn't matter if they can't block with their +1/+1 counter if they can attack immediately.
Posted By: Mode (9/29/2012 5:17:22 AM)
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@Avensai:
Umm, most creatures with haste already cost 1 more than they would have if they didn't have haste.
I don't see the problem here.
Posted By: Blackworm_Bloodworm (9/30/2012 1:56:14 PM)
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While I do love the fact that this makes haste super-accessible without having to run something like Fervor or Ring of Valkas, it kind of bums me out that this essentially means you have to pay 1 mana more to make your dude hasty. That one mana usually translates to a whole turn, which can potentially hamstring an aggressive red strategy that isn't investing in tempo or card advantage (neither of which black does a good job of providing, and blue typically doesn't need hasty creatures). I feel this wants to be used with a lot of Rakdos creatures like Bloodfray Giant or Spawn of Rix Maadi. Do I want to have to pay 4 for my unleashed Splatter Thug? Most likely yes.
Posted By: Avensai (9/26/2012 12:58:08 AM)
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The land auras seem like a good idea because they appear to be free, but sacrificing use of a land is a hefty price for haste. And decks that would want hasted creatures probably aren't the decks that want, or even could, tap a land for it each time.
Posted By: Eternal_Blue (9/29/2012 11:13:09 PM)
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You often only need haste on one dude per turn, which makes this appealing. Unfortunately, it effectively increases all your creature costs by {R}. which makes it kind of pointless: instead of casting it this turn with this, you could have simply cast it last turn and attacked this turn. It's still decent for the surprise value, but given that you may well have things with haste naturally is that really worth a card?
Posted By: LordRandomness (9/27/2012 4:18:35 AM)
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Hell. Yes. If your red deck likes fast creatures, it will like this. That is to say, every red deck will like this.
Posted By: Totema (9/25/2012 6:31:04 PM)
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If you play reanimation with red, this is a good card to have (of course there's Anger, but if you don't have that or can't play it this is a good alternative), since you'll be reanimating for cheap and you generally have mana open.
Posted By: Dabok (9/27/2012 11:21:17 AM)
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0.51.01.52.02.53.03.54.04.55.0