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Rules guide · Instant

Run for Your LifeHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Doctor Who· October 13, 2023
Carte Magic Run for Your Life

Run for Your Life is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

One or two target creatures each gain haste until end of turn. They can't be blocked this turn except by creatures with haste. Escape—{2}{U}{R}, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)

Complete guide

Run for Your Life is a versatile blue and red instant that grants your creatures the speed and evasion needed to close out a game. Whether you are casting it from your hand or using its Escape ability, it ensures your threats bypass most defenses. This card is a perfect finisher for decks that want to turn a freshly played creature into an immediate, unblockable threat.

What it Does

Run for Your Life targets one or two creatures, granting them haste until the end of the turn. Additionally, it provides a unique form of evasion: the targeted creatures cannot be blocked except by other creatures that also have haste. This makes it highly effective against standard defensive boards where haste is uncommon.

How it Resolves Step by Step

When you cast Run for Your Life, you first choose one or two targets. As it resolves, it checks if the targets are still legal; if at least one is, the effect applies. The chosen creatures gain haste immediately, allowing them to attack or use activated abilities with the tap symbol. For the rest of the turn, any player attempting to declare blockers against these creatures must have creatures with haste available, or the block is illegal.

The Escape Ability

Escape is an alternative cost that allows you to cast this card from your graveyard by paying {2}{U}{R} and exiling four other cards. Note that casting a spell for its escape cost doesn't change its mana value, which remains 2. If you begin casting it via escape, it moves to the stack immediately, and opponents cannot exile it from your graveyard in response until the casting process is complete.

Common Mistakes

A common error is trying to apply multiple alternative costs, such as an effect that lets you cast spells for free while also trying to use Escape. You can only choose one alternative cost. Another mistake is forgetting that if you target two creatures and one becomes illegal (for example, by being bounced to the hand), the spell still resolves for the remaining legal target.

Interaction examples

Pushing Damage through Chaos Warp

Suppose you attack with a creature after targeting it with Run for Your Life. Your opponent casts Chaos Warp to remove your attacker. If the permanent you reveal from the top of your library is a creature, it enters the battlefield, but it will not have the haste or the evasion from Run for Your Life because it is a new object. You would need to cast Run for Your Life again (perhaps using Escape) to affect the new creature.

Escaping a Counterspell

If you cast Run for Your Life from your hand and your opponent uses Counterspell to stop it, the card is put into your graveyard. Later in the game, you can pay the Escape cost ({2}{U}{R} and exile four cards) to cast it again. Your opponent would need a second Counterspell to stop the escaped version, as Escape provides a way to reuse the card from the graveyard.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Run for Your Life

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerdueltlr
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