Haste in MTG: Rules, Strategy & Notable Cards

By Kim HildeqvistUpdated

There's a particular kind of dread that settles in when your opponent taps four mana and slams a creature onto the table - and you realise it has haste. No waiting. No chance to set up a block. It's attacking right now.

That's the whole point of haste. It's one of Magic's most straightforward keyword abilities, and also one of the most powerful. Let's dig into exactly how it works, why it matters, and which cards make the best use of it.

What is haste?

Haste is a keyword ability that lets a creature bypass summoning sickness - the rule that prevents creatures from attacking or using tap abilities on the turn they enter the battlefield (unless they've been under your control since the beginning of your most recent turn).

In plain terms: a creature with haste can attack, tap for abilities, or do anything else the moment it arrives. No waiting around.

Rules note: Summoning sickness isn't actually called that in the official rules - that's the player nickname for the restriction described in CR 302.6. Haste is the formal keyword that overrides it.

How haste works: the rules

Haste is a static ability, meaning it's always on - it doesn't trigger or activate. It does two specific things (CR 702.10):

  • A creature with haste can attack even if it hasn't been under its controller's control since the beginning of their most recent turn (CR 702.10b).
  • A creature with haste can use activated abilities that include {T} or {Q} (the tap and untap symbols) in their cost, even if it just entered the battlefield (CR 702.10c).

One important point: haste doesn't remove all restrictions on attacking. A creature with haste still can't attack if it's tapped, or if another effect says "this creature can't attack this turn." Haste only removes the summoning sickness restriction specifically.

Rules note: Multiple instances of haste on the same creature do nothing extra - they're completely redundant (CR 702.10d). You don't need to stack it.

Common misunderstandings

Haste doesn't grant vigilance. A creature with haste still taps when it attacks, unless it also has vigilance.

Haste doesn't help with activated abilities that don't use {T} or {Q}. If an ability just costs mana, summoning sickness wasn't blocking it anyway - any creature can use those abilities the turn it enters.

Haste gained after the turn starts still works. If you give a creature haste during your turn (via a spell or ability), it can attack that same turn. The ability grants haste now, so the restriction is lifted now.

Gaining control of a creature doesn't give it haste. If you steal an opponent's creature mid-combat, it won't be able to attack for you that turn unless it already has haste. This is a classic gotcha moment.

Strategy

Playing with haste

The core value of haste is tempo - the idea that you're getting ahead of where your resources should allow you to be. Every other creature your opponent plays has to wait a turn before threatening an attack. A haste creature skips that delay entirely, which means:

  • It can deal damage before your opponent has a chance to react with a sorcery-speed removal spell
  • It creates immediate pressure, forcing your opponent to leave up blockers instead of developing their own board
  • It can threaten the opponent's life total, planeswalker, or key creature from the first moment it's in play

Haste is especially strong in aggro and midrange decks, where closing out the game quickly matters. A Sneak Attack ({3}{R}) game plan - cheating a massive creature into play just to attack once - only works because of haste. Without it, the creature would be sacrificed before it ever swung.

Format check: Haste matters more in formats where the game ends quickly. In Commander, one attack with a haste creature is rarely game-ending on its own - but it can still be decisive against a planeswalker or when you need to trigger an "whenever this creature deals combat damage" ability right away.

Playing against haste

The main adjustment when playing against haste threats is leaving up interaction before they arrive, not after. Instant-speed removal is your best friend. If you're relying on getting a blocker set up during your second main phase, a haste creature will punish you before you get there.

At the deck-building level, answers to enchantments like Fervor ({2}{R}) or Mass Hysteria ({R}) are worth considering if you know you'll face haste-heavy strategies. Giving your entire opponent's board haste is a very different problem from a single creature having it.

Be careful with Mass Hysteria in particular - it gives all creatures haste, including yours. That's symmetrical, which can be good or catastrophically bad depending on who's winning the board.

Haste in combo

Outside of combat, haste unlocks {T} abilities immediately. This is relevant for creatures that tap to produce mana, draw cards, or trigger other effects. In a combo context, being able to use those abilities the same turn the creature enters can be the difference between winning that turn or having to pass and hope your opponent doesn't have an answer.

Notable cards with haste

Enchantments that give your creatures haste

A persistent haste effect is often more valuable than a one-shot spell. These are some of the most played:

| Card | Cost | Scope | |---|---|---| | Fervor | {2}{R} | Your creatures | | Mass Hysteria | {R} | All creatures (symmetrical) | | Concordant Crossroads | {G} | All creatures (symmetrical) | | Hammer of Purphoros | {1}{R}{R} | Your creatures (also makes Golem tokens) | | Fires of Yavimaya | {1}{R}{G} | Your creatures (also can pump) | | Temur Ascendancy | {1}{G}{U}{R} | Your creatures (also draws cards on large ETBs) | | Need for Speed | {R} | Target creature (costs a land sacrifice) | | Emblem of the Warmind | {1}{R} | Your creatures | | Mark of Fury | {R} | Target creature | | Instill Energy | {G} | Target creature (attack only; also untaps) |

In Commander, Fires of Yavimaya and Temur Ascendancy are particularly well-regarded because they do more than just grant haste - they provide card draw or pump on top of it.

Sneak Attack

Sneak Attack ({3}{R}) is worth singling out because it represents an entire deck archetype in Legacy. The idea is simple: pay {R}, put any creature directly from your hand onto the battlefield with haste, attack immediately, then sacrifice it at the end of the turn. With something like Griselbrand or Emrakul, that one attack can win the game outright. The sacrifice clause hurts, but the haste means it doesn't matter - you've already done what you needed to.

Speedway Fanatic

Speedway Fanatic ({1}{R}) is a neat design - it has haste itself, and whenever it crews a Vehicle, that Vehicle gains haste too. For Vehicle-themed decks, that's a two-for-one on haste in one card.

Eldrazi Obligator

Eldrazi Obligator ({2}{R}) has haste itself, but its real trick is the cast trigger: pay {1}{C} to steal an opponent's creature until end of turn, untap it, and give it haste. Stealing something and getting to attack with it immediately is the kind of tempo swing that can define a game.

Burst of Speed and Expedite

These are your one-shot haste spells. Expedite ({R}) and Accelerate ({1}{R}) both grant haste until end of turn and replace themselves with a card draw - cheap, clean, and useful in decks that need their creatures moving immediately without committing to a permanent enchantment.

History of haste

Haste has been in Magic since the very beginning, though it didn't have that name yet. **Nether Shadow** from Alpha (1993) had the effect written out in rules text rather than as a keyword. In R&D, it was known internally by the nickname Celerity during development, and players sometimes called it Raging, after Raging Goblin - one of the most recognisable early haste creatures.

It wasn't until the Sixth Edition rules overhaul (1999) that haste was formalised as an official keyword ability.

Where haste lives on the colour pie has shifted over the years. Early on, it appeared in black and green. Today, haste is primary in red, which fits red's identity as the colour of speed, aggression, and impulsiveness. Black and green are secondary - green's inclusion was partly a design decision to help green decks recover after board wipes, letting new creatures contribute immediately.

Lore aside: For Future Sight (2007), R&D experimented with putting haste on blue creatures - specifically ones with Defender and 0 power, where the haste was about using tap abilities right away rather than attacking (Bonded Fetch being the example). That idea floated for 16 years before the second blue haste creature appeared: Errant, Street Artist in Streets of New Capenna (2022).

A more recent design wrinkle: a small number of cards - starting with Gingerbrute from Throne of Eldraine (2019) - have evasion where they can only be blocked by creatures that also have haste. The flavour idea is that something moving so fast can only be caught by something equally fast.

Haste counters are the newest addition to the mechanic's history, introduced with Indominus Rex, Alpha in the Jurassic World crossover. A counter that grants haste is a small but notable mechanical evolution - it means the ability can be physically tracked on a permanent in a new way.

Frequently Asked Questions

Can a creature with haste attack the turn it enters the battlefield?
Yes — that's exactly what haste does. It removes the summoning sickness restriction, so a creature with haste can attack (and use tap abilities) the very turn it comes under your control, without waiting.
Does haste let a creature use all of its abilities immediately?
Haste specifically allows a creature to use activated abilities whose cost includes the tap symbol ({T}) or untap symbol ({Q}) without waiting. Activated abilities that only cost mana were never affected by summoning sickness in the first place, so haste has no effect on those.
If I steal an opponent's creature, can it attack right away?
Not unless it already has haste. Gaining control of a creature mid-game means it hasn't been under your control since the beginning of your most recent turn, so summoning sickness applies. Cards like Eldrazi Obligator get around this by explicitly granting haste as part of the steal effect.
Does giving a creature haste after it has already entered the battlefield work?
Yes. If you grant haste to a creature during your turn — via a spell, activated ability, or triggered ability — it can attack and use tap abilities that same turn. The haste keyword lifts the summoning sickness restriction from the moment it's applied.
What colours have haste in Magic?
Haste is primary in red, which fits red's identity as the colour of speed and aggression. Black and green are secondary — green gained more access to haste partly to help green decks rebuild after board wipes by letting new creatures contribute right away.
Does haste stack? What if a creature has haste twice?
Multiple instances of haste on the same creature are completely redundant (CR 702.10d). Having haste twice does exactly the same thing as having it once — you don't get any additional benefit.

Cards with Haste

611 cards have the Haste keyword — page 1 of 39

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