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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 2.265 / 5  (85 votes)
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I never gave Haste a chance initially. It was an ability that I thought wasn't that great, because it's a one-time kind of thing.

But since I've been constructing Mono-Red EDH decks (with Krenko, Mob Boss as my general), I've begun to appreciate Haste more and more.

One time, I asked my friend why Inferno Titan didn't have Haste instead of Firebreathing.
"You don't know why?" he said, "Ok, let me give you a situation: You play Titan with Flames of the Firebrand stitched on. If it had haste, you'd attack, dealing another 3 damage divided plus the possible 6 coming through, all for a possible 12 damage with one card."

I soon figured that many other creatures can be terrible to deal with haste.

Posted By: Ferlord (9/22/2012 3:51:12 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This might sound like a stupid rules question, but since the ruling on this card says that the haste does not wear off at the end of the turn, what does this mean exactly? Will the creature continue to have haste even when it leaves the battlefield and returns later?

I.E A commander given haste with this card will still have haste when it leaves/returns the next time? Or a creature that dies then in reanimated later, etc?

I don't think thats how this works but figured I'd confirm it here if someone wouldn't mind answering
Posted By: wiseguy20 (9/23/2012 12:57:08 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I really hate lands that come into play tapped. That can seriously cause a game loss, if one or even more lands are coming into play tapped, and all of a sudden your a turn or two behind.

Haste for "free" is definitely worth 3 life. Nobody likes paying extra mana for haste, and this land can be a serious game changer.
Posted By: TheWrathofShane (11/24/2012 2:37:52 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Well, in my casual U/G infect deck, I tried finding a way to win even quicker. This was my solution. Paying life for haste is okay with infect in my books. Still, 2 life would have been nicer. 3.5/5.
Posted By: SteveHiguita (2/7/2013 10:31:23 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Dude. If this were in standard I'd run it in a heartbeat. SOO many cards that I look at and say "this would be competitive playable with haste"

Alas, no good options for this outside of RW right now, and that costs effectively 3 mana instead of being free :/
Posted By: CogMonocle (8/18/2013 11:11:45 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


no.
Posted By: O0oze (12/6/2013 11:59:29 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I can see the uses, especially for EDH, but still not a land I'd use. Forget the life loss (which is easily dealt with), for me it's the other downsides which ruin the card. If it either came in untapped, produced colourless mana anyway, or was the same, but produced one mana of any colour (you can't exactly spend that one colourless on creatures such as Phyrexian Obliterator or Progenitus now can you…), THEN I'd advocate for this card. As it is though, I'd rather have that mana to actually get a good creature out, than hope to get one out and then pay for it to swing. 2.5/5
Posted By: BobbySinclair (12/16/2013 3:09:44 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


EDH powerhouse. cant believe the low rating for this. I cringe every time I cant sisay and need to wait the extra time... wish I knew about this card earlier
Posted By: mark_secca (3/28/2014 10:02:12 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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