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Moxonomy

The Chase Is On

Instant2 generic manaRed mana

Combat tricks live and die on tempo: you spend a card at instant speed to swing a block or push lethal, and if the swing does not close the game you have traded down. Attaching Investigate reframes that transaction. The +3/+0 and first strike win the combat step now (enough to punch through a blocker, enough to eat a bigger creature the defender committed), and the Clue token banks the card back for later, at your leisure, when you have the mana to cash it. That is the tension this design resolves: aggressive red instants have always asked you to accept card disadvantage as the price of tempo, and the Clue softens that bargain without softening the trick itself. You still get the same combat blowout; you just do not pay the usual card-economy tax in full. What keeps the value honest is the cost of cracking the Clue: it takes mana and an activation, so the replacement card is deferred into a later turn where the board has already resolved, not stapled on for free. Built for the kind of red deck that wants to keep attacking without running dry, it treats the combat trick less as a one-shot burst and more as a two-part exchange, front-loading the damage and back-loading the refill.

The Chase Is On (mkm)
MKM · #304common
Pricing
Normal: $0.08
Foil: $0.13
Oracle Text

Rules text

Target creature gets +3/+0 and gains first strike until end of turn. Investigate. (Create a Clue token. It's an artifact with "2 generic mana, Sacrifice this token: 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
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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