Maximize Velocity
The cheapest possible way to give a creature haste and one extra point of damage, sold with a recursion clause that doubles the spell's career. Jump-start is the design at work here: the +1/+1 and haste pulse is unremarkable in isolation, but discarding a card to recast the spell from the graveyard turns a one-shot trick into two attacks separated by however many turns the game lasts. That changes how it sits in a deck. A normal combat pump is a single moment, used once and gone; this one asks you to bank it, hold the graveyard copy, and deploy both halves on the two turns where a surprise attacker and one more damage actually close a race. The discard cost is the price for the second use: you spend a card to buy the spell back, so the math only pays when your hand carries fuel to burn and the board has a creature whose attack matters more than the card being pitched. The haste line rewards threats that already come with evasion or trample, so a freshly cast creature can attack immediately, and the second copy can rush a topdecked attacker into combat many turns later. A small effect with a long tail, built for decks that treat the graveyard as a second hand.

