Pick Up the Pace
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.
