Haste is a static ability that lets a creature ignore summoning sickness. The creature is able to attack without waiting for one turn and use its activated abilities.
Ingame Description[]
Creatures with haste ignore summoning sickness. They can attack and their abilities can be activated no matter when they entered the battlefield.
Color Distribution[]
Haste can often be found on creatures.
Archetype Deck[]
Aggro decks use creatures with haste to bring in damage early or as surprise tactic.
Comprehensive Rules[]
702.10. Haste
702.10a Haste is a static ability.
702.10b If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since his or her most recent turn began. (See rule 302.6.)
702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn’t been controlled by that player continuously since his or her most recent turn began. (See rule 302.6.)
702.10d Multiple instances of haste on the same creature are redundant.[1]
Haste Cardlist[]
86 results | ||
Act of Treason (3) Sorcery Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.) |
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Ahn-Crop Crasher (3) Creature — Minotaur Warrior (3/2) Haste You may exert Ahn-Crop Crasher as it attacks. When you do, target creature can't block this turn. (An exerted creature won't untap during your next untap step.) |
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Akoum Firebird (4) Creature — Phoenix (3/3) Flying, haste Akoum Firebird attacks each turn if able. |
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Akoum Stonewaker (2) Creature — Human Shaman (2/1) Landfall — Whenever a land enters the battlefield under your control, you may pay . If you do, create a 3/1 red Elemental creature token with trample and haste. Exile that token at the beginning of the next end step. |
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Arlinn Kord (4) Planeswalker — Arlinn (3) +1: Until end of turn, up to one target creature gets +2/+2 and gains vigilance and haste. 0: Create a 2/2 green Wolf creature token. Transform Arlinn Kord. |
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Arlinn, Embraced by the Moon (4) Planeswalker — Arlinn +1: Creatures you control get +1/+1 and gain trample until end of turn. −1: Arlinn, Embraced by the Moon deals 3 damage to target creature or player. Transform Arlinn, Embraced by the Moon. |
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Bloodlust Inciter (1) Creature — Human Warrior (1/1) : Target creature gains haste until end of turn. |
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Boiling Earth (2) Sorcery Boiling Earth deals 1 damage to each creature your opponents control. Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Bomat Courier (1) Artifact Creature — Construct (1/1) Haste Whenever Bomat Courier attacks, exile the top card of your library face down. (You can't look at it.) |
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Brazen Scourge (3) Creature — Gremlin (3/3) Haste |
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Cartouche of Zeal (1) Enchantment — Aura Cartouche Enchant creature you control When Cartouche of Zeal enters the battlefield, target creature can't block this turn. |
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Chandra, Flamecaller (6) Planeswalker — Chandra (4) +1: Create two 3/1 red Elemental creature tokens with haste. Exile them at the beginning of the next end step. 0: Discard all the cards in your hand, then draw that many cards plus one. |
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Chasm Guide (4) Creature — Goblin Scout Ally (3/2) Rally — Whenever Chasm Guide or another Ally enters the battlefield under your control, creatures you control gain haste until end of turn. |
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Chittering Host (7) Creature — Eldrazi Horror (5/6) Haste Menace (This creature can't be blocked except by two or more creatures.) |
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Chittering Host (7) Creature — Eldrazi Horror (5/6) Haste Menace (This creature can't be blocked except by two or more creatures.) |
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Clutch of Currents (1) Sorcery Return target creature to its owner's hand. Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Coastal Discovery (4) Sorcery Draw two cards. Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Cogwork Assembler (3) Artifact Creature — Assembly-Worker (2/3) : Create a token that's a copy of target artifact. That token gains haste. Exile it at the beginning of the next end step. |
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Crocodile of the Crossing (4) Creature — Crocodile (5/4) Haste When Crocodile of the Crossing enters the battlefield, put a -1/-1 counter on target creature you control. |
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Cyclone Sire (5) Creature — Elemental (3/4) Flying When Cyclone Sire dies, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land. |
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Decimator of the Provinces (10) Creature — Eldrazi Boar (7/7) Emerge (You may cast this spell by sacrificing a creature and paying the emerge cost reduced by that creature's converted mana cost.) When you cast Decimator of the Provinces, creatures you control get +2/+2 and gain trample until end of turn. |
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Dust Stalker (4) Creature — Eldrazi (5/3) Devoid (This card has no color.) Haste |
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Eldrazi Aggressor (3) Creature — Eldrazi Drone (2/3) Devoid (This card has no color.) Eldrazi Aggressor has haste as long as you control another colorless creature. |
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Eldrazi Obligator (3) Creature — Eldrazi (3/1) Devoid (This card has no color.) When you cast Eldrazi Obligator, you may pay . If you do, gain control of target creature until end of turn, untap that creature, and it gains haste until end of turn. ( represents colorless mana.) |
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Elemental Uprising (2) Instant Target land you control becomes a 4/4 Elemental creature with haste until end of turn. It's still a land. It must be blocked this turn if able. |
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Ember-Eye Wolf (2) Creature — Wolf (1/2) Haste : Ember-Eye Wolf gets +2/+0 until end of turn. |
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Embodiment of Fury (4) Creature — Elemental (4/3) Trample Land creatures you control have trample. |
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Embodiment of Insight (5) Creature — Elemental (4/4) Vigilance Land creatures you control have vigilance. |
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Enraged Giant (6) Creature — Giant (4/4) Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Trample, haste |
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Enthralling Victor (4) Creature — Human Warrior (3/2) When Enthralling Victor enters the battlefield, gain control of target creature an opponent controls with power 2 or less until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and this turn.) |
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Expedite (1) Instant Target creature gains haste until end of turn. Draw a card. |
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Firefiend Elemental (4) Creature — Elemental (3/2) Haste (This creature can attack and as soon as it comes under your control.) Renown 1 (When this creature deals combat damage to a player, if it isn't renowned, put a +1/+1 counter on it and it becomes renowned.) |
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Flameshadow Conjuring (4) Enchantment Whenever a nontoken creature enters the battlefield under your control, you may pay . If you do, create a token that's a copy of that creature. That token gains haste. Exile it at the beginning of the next end step. |
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Fleetwheel Cruiser (4) Artifact — Vehicle (5/3) Trample, haste When Fleetwheel Cruiser enters the battlefield, it becomes an artifact creature until end of turn. |
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Forerunner of Slaughter (2) Creature — Eldrazi Drone (3/2) Devoid (This card has no color.) : Target colorless creature gains haste until end of turn. |
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Gaea's Revenge (7) Creature — Elemental (8/5) Gaea's Revenge can't be countered. Haste |
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Geier Reach Bandit (3) Creature — Human Rogue Werewolf (3/2) Haste At the beginning of each upkeep, if no spells were cast last turn, transform Geier Reach Bandit. |
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Glorybringer (5) Creature — Dragon (4/4) Flying, haste You may exert Glorybringer as it attacks. When you do, it deals 4 damage to target non-Dragon creature an opponent controls. (An exerted creature won't untap during your next untap step.) |
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Goblin War Paint (2) Enchantment — Aura Enchant creature Enchanted creature gets +2/+2 and has haste. |
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Gurmag Swiftwing (2) Creature — Bat (1/2) Flying, first strike, haste |
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Hanweir Battlements (0) Land : Add to your mana pool. , : Target creature gains haste until end of turn. |
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Hanweir, the Writhing Township (3) Legendary Creature — Eldrazi Ooze (7/4) Trample, haste Whenever Hanweir, the Writhing Township attacks, create two 3/2 colorless Eldrazi Horror creature tokens that are tapped and attacking. |
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Hanweir, the Writhing Township (3) Legendary Creature — Eldrazi Ooze (7/4) Trample, haste Whenever Hanweir, the Writhing Township attacks, put two 3/2 colorless Eldrazi Horror creature tokens onto the battlefield tapped and attacking. |
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Haunted Cloak (3) Artifact — Equipment Equipped creature has vigilance, trample, and haste. Equip |
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Hazoret the Fervent (4) Legendary Creature — God (5/4) Indestructible, haste Hazoret the Fervent can't attack or block unless you have one or fewer cards in hand. |
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Hazoret's Favor (3) Enchantment At the beginning of combat on your turn, you may have target creature you control get +2/+0 and gain haste until end of turn. If you do, sacrifice it at the beginning of the next end step. |
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Hijack (3) Sorcery Gain control of target artifact or creature until end of turn. Untap it. It gains haste until end of turn. |
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Impetuous Devils (4) Creature — Devil (6/1) Trample, haste When Impetuous Devils attacks, up to one target creature defending player controls blocks it this combat if able. |
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Incorrigible Youths (5) Creature — Vampire (4/3) Haste Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.) |
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Infectious Bloodlust (2) Enchantment — Aura Enchant creature Enchanted creature gets +2/+1, has haste, and attacks each turn if able. |
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Kari Zev's Expertise (3) Sorcery Gain control of target creature or Vehicle until end of turn. Untap it. It gains haste until end of turn. You may cast a card with converted mana cost 2 or less from your hand without paying its mana cost. |
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Lathnu Hellion (3) Creature — Hellion (4/4) Haste When Lathnu Hellion enters the battlefield, you get (two energy counters). |
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Markov Crusader (5) Creature — Vampire Knight (4/3) Lifelink Markov Crusader has haste as long as you control another Vampire. |
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Mire's Malice (4) Sorcery Target opponent discards two cards. Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Mournwillow (3) Creature — Plant Skeleton (3/2) Haste Delirium — When Mournwillow enters the battlefield, if there are four or more card types among cards in your graveyard, creatures with power 2 or less can't block this turn. |
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Munda, Ambush Leader (4) Legendary Creature — Kor Ally (3/4) Haste Rally — Whenever Munda, Ambush Leader or another Ally enters the battlefield under your control, you may look at the top four cards of your library. If you do, reveal any number of Ally cards from among them, then put those cards on top of your library in any order and the rest on the bottom in any order. |
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Nahiri, the Harbinger (4) Planeswalker — Nahiri (4) +2: You may discard a card. If you do, draw a card. −2: Exile target enchantment, tapped artifact, or tapped creature. |
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Nissa, Steward of Elements (2) Planeswalker — Nissa +2: Scry 2. 0: Look at the top card of your library. If it's a land card or a creature card with converted mana cost less than or equal to the number of loyalty counters on Nissa, Steward of Elements, you may put that card onto the battlefield. |
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Nissa, Vital Force (5) Planeswalker — Nissa (5) +1: Untap target land you control. Until your next turn, it becomes a 5/5 Elemental creature with haste. It's still a land. −3: Return target permanent card from your graveyard to your hand. |
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Olivia's Bloodsworn (2) Creature — Vampire Soldier (2/1) Flying Olivia's Bloodsworn can't block. |
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Olivia, Mobilized for War (3) Legendary Creature — Vampire Knight (3/3) Flying Whenever another creature enters the battlefield under your control, you may discard a card. If you do, put a +1/+1 counter on that creature, it gains haste until end of turn, and it becomes a Vampire in addition to its other types. |
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Ondu Rising (2) Sorcery Whenever a creature attacks this turn, it gains lifelink until end of turn. Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Ormendahl, Profane Prince (0) Legendary Creature — Demon (9/7) Flying, lifelink, indestructible, haste |
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Ovalchase Dragster (4) Artifact — Vehicle (6/1) Trample, haste Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) |
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Part the Waterveil (6) Sorcery Take an extra turn after this one. Exile Part the Waterveil. Awaken 6— (If you cast this spell for , also put six +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Planar Outburst (5) Sorcery Destroy all nonland creatures. Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Press into Service (5) Sorcery Support 2. (Put a +1/+1 counter on each of up to two target creatures.) Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. |
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Reality Smasher (5) Creature — Eldrazi (5/5) ( represents colorless mana.) Trample, haste |
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Reclusive Artificer (4) Creature — Human Artificer (2/3) Haste (This creature can attack and as soon as it comes under your control.) When Reclusive Artificer enters the battlefield, you may have it deal damage to target creature equal to the number of artifacts you control. |
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Rising Miasma (4) Sorcery All creatures get -2/-2 until end of turn. Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Roil Spout (3) Sorcery Put target creature on top of its owner's library. Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Saheeli Rai (3) Planeswalker — Saheeli (3) +1: Scry 1. Saheeli Rai deals 1 damage to each opponent. −2: Create a token that's a copy of target artifact or creature you control, except it's an artifact in addition to its other types. That token gains haste. Exile it at the beginning of the next end step. |
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Samut, Voice of Dissent (5) Legendary Creature — Human Warrior (3/4) Flash Double strike, vigilance, haste |
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Scatter to the Winds (3) Instant Counter target spell. Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Sheer Drop (3) Sorcery Destroy target tapped creature. Awaken 3— (If you cast this spell for , also put three +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.) |
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Snare Thopter (4) Artifact Creature — Thopter (3/2) Flying, haste |
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Speedway Fanatic (2) Creature — Human Pilot (2/1) Haste Whenever Speedway Fanatic crews a Vehicle, that Vehicle gains haste until end of turn. |
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Spontaneous Artist (4) Creature — Human Rogue (3/3) When Spontaneous Artist enters the battlefield, you get (an energy counter). Pay : Target creature gains haste until end of turn. |
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Stormchaser Mage (2) Creature — Human Wizard (1/3) Flying, haste Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) |
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Strider Harness (3) Artifact — Equipment Equipped creature gets +1/+1 and has haste. Equip |
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Thopter Engineer (3) Creature — Human Artificer (1/3) When Thopter Engineer enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying. Artifact creatures you control have haste. (They can attack and as soon as they come under your control.) |
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Traitorous Instinct (4) Sorcery Gain control of target creature until end of turn. Untap that creature. Until end of turn, it gets +2/+0 and gains haste. |
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Voldaren Duelist (4) Creature — Vampire Warrior (3/2) Haste When Voldaren Duelist enters the battlefield, target creature can't block this turn. |
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Wall of Resurgence (3) Creature — Wall (0/6) Defender When Wall of Resurgence enters the battlefield, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land. |
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Wrangle (2) Sorcery Gain control of target creature with power 4 or less until end of turn. Untap that creature. It gains haste until end of turn. |
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Yahenni, Undying Partisan (3) Legendary Creature — Aetherborn Vampire (2/2) Haste Whenever a creature an opponent controls dies, put a +1/+1 counter on Yahenni, Undying Partisan. |