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Moxonomy

Sugar Rush

Instant1 generic manaBlack mana

A pump spell that pays for itself, which is the only reason a black cantrip that hands out +3/+0 is worth the card slot at all. Combat tricks live and die by the tempo they cost: bluff one, hold it up, and get blown out by a chump block, and the whole exchange nets you nothing but a dead card and a wasted turn. Attaching the draw removes that downside. The floor is that you cycle it for a marginal combat swing; the ceiling is that it eats a blocker or pushes lethal and still refills your hand. That is what makes it playable where a vanilla +3/+0 instant would not be. The design lineage runs through cheap replacement-effect tricks like Renegade Tactics and the various one-drop pump-plus-loot spells that made aggressive decks less hand-shy about deploying their tricks. The math is deliberately unglamorous: two mana for three power and a card is a rate that never dominates a game but never actively loses you one either, which is exactly the profile a low-variance aggressive deck wants from its interactive slot. The +3/+0 split rather than a symmetrical buff marks this as an offensive tool, not a way to win a stalled board: it turns a small attacker into a real threat while doing nothing to help it survive the crackback.

Sugar Rush (woe)
WOE · #110common
Pricing
Normal: $0.24
Foil: $0.25
Oracle Text

Rules text

Target creature gets +3/+0 until end of turn. Draw a card.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
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
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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