Skip to content
Moxonomy

Kick in the Door

SorceryRed mana

One red mana buys three effects where an older pump spell bought one: a permanent +1/+1 counter, haste to pull a fresh body into the red zone a turn early, and a dungeon step. The "can't be blocked by Walls" rider is pure door-kicking flavor, a jab at a defensive shell that almost never fields the Walls it names; treat it as a joke printed on the front of the card, not a clause to build around. What earns the slot is venture. Because this is a sorcery and can only fire on your own turn anyway, it was never going to sit in hand as an ambush; that frees it to lean into going early and on curve, where the counter sticks and the haste has a new creature to enable. Bolting a dungeon advance onto the pump means the card is rarely dead weight: when the combat math is irrelevant, you have still banked progress toward a completion, and unlike a burn-priced bonus that evaporates at end of turn, the counter stays on the board. That is the interesting inversion for a spell of this shape. It quietly folds a repeatable, deck-wide subgame into effects cheap enough to run without ever caring whether a given fight broke your way: a small card carrying a large idea, priced so the venture is worth the mana even on the turns the swing does nothing.

Kick in the Door (afr)
AFR · #153common
Pricing
Normal: $0.21
Foil: $0.20
Oracle Text

Rules text

Put a +1/+1 counter on target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
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
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close