Need for Speed
Granting haste is cheap; this is the rare card that asks you to pay for it in lands. The effect lives in red because red's identity is impatience: it wants creatures swinging the turn they arrive, and a one-mana enchantment that does it on demand reads like a staple. The catch is what it spends, not what it costs to play. Every activation cracks a land, so the harder you lean on it the faster your own mana base erodes, a self-cannibalizing rate that explains why it never became the auto-include the effect otherwise demands. It works as an engine for a deck that intends to close before its lands matter (reanimated fatties, flickered attackers, a single decisive alpha strike) and a liability for anything trying to grind. The land sacrifice also pulls it into territory most haste-granters never touch: it can stock the graveyard with lands for retrace, fill it toward threshold, or feed a Crucible of Worlds loop that turns the cost itself into a recursion engine. The design belongs to a school that prized resources spent rather than hoarded: a haste outlet built like a burn-the-bridge proposition, sensible only when getting there a turn sooner outweighs the ground you give up to do it.
