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Moxonomy

Rush the Room

InstantRed mana

The conditional clause is the whole reason to read this: base, it's +1/+0 and first strike, a below-rate combat trick priced to steal a race and nothing you'd build an archetype around. Feed it a Goblin or Orc and the same instant staples haste onto the grant, which is a different card entirely. That rider turns a fresh topdeck into immediate pressure, letting a creature attack the turn it arrives rather than idling through summoning sickness while the aggressive plan loses its window. It's an old design instinct in modern parceling: reward committing to a single creature type by bolting a bonus onto a spell that would otherwise be marginal, so the tribal deck runs a strictly better version of the trick everyone else runs at par. The tension lives in that if-clause. Off-tribe it's a card you'd rather not have drawn; on-tribe it does two jobs at instant speed for one red mana, flipping from a reactive combat card into a proactive tempo lever. The haste grant is the sharper half, because it collapses the tempo cost of a just-cast creature: what would have been a wasted turn of vulnerability becomes an attack, and because the whole thing resolves for a single mana, it slots into the same reactive slots the pump alone occupies without ever asking you to hold up more.

Rush the Room (ltr)
LTR · #598common
Pricing
Normal: $0.26
Foil: $0.26
Oracle Text

Rules text

Target creature gets +1/+0 and gains first strike until end of turn. If it's a Goblin or Orc, it also gains haste until end of turn.
Legalities

Format Status

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