Anger
The 2/2 with haste you can hardcast for four mana is almost a decoy; the card wants to die. Once it rests in your graveyard with a Mountain in play, every creature you control gains haste, with no upkeep, no activation, and no stack object for an opponent to answer short of graveyard hate. That passive, persistent grant is what carries the card: a one-time discard converts into a permanent battlefield rule that quietly rewrites the tempo of every creature you draw afterward. The implications run well past beatdown. Anything with a tap ability or a sacrifice cost stops being dead weight the turn it arrives, which is why this found work in token swarms, reanimator shells wanting to swing the instant a fatty lands, and combo decks built on creatures that must tap immediately. The restriction is geographic: it works only while you control a Mountain, so it asks for a red-committed manabase rather than a token splash, and it rewards self-mill or sacrifice outlets that bin it cheaply over the slow plan of hard-casting and chumping. Haste-granters have come and gone in the two decades since this kind of recurring, graveyard-anchored effect first appeared, but the version that lives in the bin, dodges interaction, and costs only a discard remains its own category of card.

















