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Moxonomy

Escape Velocity

Enchantment — AuraRed mana

Every haste-granting Aura has to answer the same objection: commit a card to make a creature swing a turn early, and if that creature dies you are down two. Escape rewrites the math by turning the Aura into a resource you keep spending. Play it early for a marginal buff and a hasty swing, watch the creature trade or eat removal, then buy the whole package back from the graveyard later for two more mana and two exiled cards. The +1/+0 is almost incidental; the point is that the haste keeps arriving as long as you can feed the yard, which turns a low-impact combat enabler into a slow-drip aggression engine that refuses to run out. The exile cost is what keeps this from being a free loop: each recast eats two other cards, so an aggressive shell has to weigh whether it can afford to keep priming the same threat versus deploying fresh ones. That trade sits naturally in a deck that fills its own graveyard and would rather keep pressure on the board than defend a hand of cards it will never cast. It is a small effect built to be spent repeatedly, and the design leans entirely on that repeatability rather than on any single cast being worth the mana.

Escape Velocity (thb)
THB · #132uncommon
Pricing
Normal: $0.19
Foil: $0.28
Oracle Text

Rules text

Enchant creature Enchanted creature gets +1/+0 and has haste. Escape—1 generic manaRed mana, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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