Run for Your Life
Two mana buys two effects stapled together: haste to let a creature attack the turn it arrives, and a blocking restriction that filters out every defender except those with the haste keyword. That second clause is the sharper half. Granting your own attackers haste is old hat for a tempo aggro deck, but "can't be blocked except by creatures with haste" is a rare kind of evasion: it doesn't care about flying, reach, or size, only about whether the blocker itself has haste. In practice almost no defensive board does, so a wall of long-standing rear-guard bodies and freshly-cast chumps can't intercept at all. That makes the card a finisher disguised as a combat trick, most dangerous aimed at a single large attacker that suddenly can't be gang-blocked or chumped except by the rare defender with haste, and it wants to be cast on your own turn ahead of combat, converting a stalled board into lethal in a single swing. The escape cost is what keeps it relevant past the first cast: exiling four other cards from the graveyard is a steep tax, so it rewards a deck already churning through its library rather than one hoarding it, turning a spent trick into a recurring source of reach in the late game when both players have run low on gas. The whole design leans into the alpha-strike math, where a wide but nonhasty board of blockers looks like a fortress and turns out to be a screen door.



