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Moxonomy

Maximize Velocity

SorceryRed mana

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.

Maximize Velocity (grn)
GRN · #111common
Pricing
Normal: $0.20
Foil: $0.19
Oracle Text

Rules text

Target creature gets +1/+1 and gains haste until end of turn. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)
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
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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