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Moxonomy

Racecourse Fury

Enchantment — AuraRed mana

Haste enablers usually attach to a creature or a body you can sacrifice; this one bolts the keyword onto a land instead, and that relocation is the whole design question. A land does not die to a board wipe, does not get chumped into combat, and does not cost you a creature slot to maintain. It sits there, untaps every turn, and feeds haste to whatever you drop next, game after game. There is no summoning-sickness clause to wait out, either: lands are free of it, so an untapped land can grant haste the same turn the Aura lands on it. The trade is throughput rather than time: the ability touches a single target each turn rather than washing over a whole swarm, so this is steady infrastructure, not an explosive one-shot. That repeatable, low-overhead profile is what separates a permanent enabler like this from a flash-in-the-pan instant such as Crimson Wisps: you are not spending a card per surprise attacker, you are installing a fixture. The single-pip cost keeps the engine cheap enough to lay down early and let the value compound, and because the ability lives on the enchanted land rather than on the enchanted creature, it survives the kind of effects that strip keywords off a body. It is an unglamorous piece of recursion-proof plumbing: the haste outlet you build into the board and stop thinking about.

Racecourse Fury (rtr)
RTR · #104uncommon
Pricing
Normal: $0.12
Foil: $0.32
Oracle Text

Rules text

Enchant land Enchanted land has "Tap: Target creature gains haste until end of turn."
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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