Kickoff Celebrations
The rummaging on entry is the reliable part of this design, not the haste payoff it markets. Discard a card, draw two: that is card selection welded to a cheap red enchantment that smooths an aggressive curve, and it works the moment the thing resolves. Everything after is conditional. The speed counter starts at 1 and can climb by a single step per turn, gated behind an opponent bleeding, capping at 4. So the sacrifice mode needs three separate turns of a board already inflicting damage before it unlocks, which sequences the whole card. By the time you reach max speed, the game has usually tipped to the state where haste ends things rather than starts them: crack the enchantment for a mass haste grant and the fresh creatures and Vehicles you have flooded onto the table swing immediately for the final push. That makes the haste a closer's button, not an enabler. Strip the speed layer off and a competent filtering piece remains, one that digs early and does very little in the awkward middle turns. The design wagers that a single card can serve two moments across the arc of a game: selection when it lands, lethal reach once you are already ahead. Whether those two windows are worth the slot turns on how badly the middle stretch punishes you for sitting on a sacrifice ability that has not yet come online.
