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Moxonomy

Super Speed

Enchantment — AuraRed mana

The single-red combat aura has spent years chasing one trick: turn a creature summoned this turn into an immediate threat without spending a card on the creature itself. What sets this version apart is how many enablers stack onto one cheap frame. Haste solves summoning sickness, so a fresh drop can attack the turn it lands; the +1/+0 nudges the math past a would-be blocker; and first strike, which fades once the turn ends, tips the specific combat where a race matters. Flash is the piece that changes the axis entirely. Most auras are sorcery-speed liabilities, telegraphed a turn early and vulnerable to a removal spell that leaves you down two cards. Casting at instant speed collapses that window: drop it after blocks to swing a combat that already looked settled, or hold it as an ambush on your own turn. And because the +1/+0 and haste persist after the first-strike burst burns off, the card keeps pulling weight past the initial trick, functioning as both a surprise and a small ongoing buff. It is aggressive-red glue built to cost as little mana and as little tempo as possible while still being able to lie in wait.

Super Speed (msh)
MSH · #154common
Pricing
Normal: $0.11
Foil: $0.16
Oracle Text

Rules text

Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0 and has haste.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
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
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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