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Moxonomy

Pick Up the Pace

Enchantment1 generic manaRed mana

Impulsive card advantage has always been priced against a clock: red gets to peek at extra cards, but only if it burns them fast, and every "exile the top card, play it this turn" effect from Light Up the Stage onward enforced that window with a hard end-of-turn deadline. This one swaps the deadline for a condition. There is no turn timer here; exiled cards stay live through any turn you attacked, which converts the usual burn-it-or-lose-it tension into a standing demand for sustained aggression. The trigger doubles down on the same logic: only creatures that entered this turn feed the pile, so the engine wants a steady stream of fresh bodies swinging in rather than a static board of established attackers. That pairing (haste-adjacent creatures generating exiles, continued combat unlocking them) makes it a token-and-go-wide payoff dressed as card advantage rather than a value piece you sit behind. The design tension is honest: stall a turn or sit back to stabilize, and the reservoir locks shut until you resume the assault. It rewards the deck that was going to attack anyway and gives nothing to the deck that pauses, which is a cleaner expression of red's "advantage costs tempo" philosophy than most of the impulsive-draw lineage that came before it.

Pick Up the Pace (msc)
MSC · #702rare
Pricing
Normal: $0.57
Foil: $0.70
Oracle Text

Rules text

Whenever a creature you control that entered this turn attacks, exile the top card of your library. You may play cards exiled with this enchantment as long as you attacked this turn.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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