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Rules guide · Enchantment

Super SpeedHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Marvel Super Heroes· June 26, 2026
Carte Magic Super Speed

Super Speed 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.

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Official card 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.

Complete guide

Super Speed is a high-octane red Aura that turns your creatures into immediate threats. With the ability to jump into play at instant speed, it provides both offensive power and defensive utility through keyword manipulation. Mastering its timing is key to catching your opponents off guard.

What It Does

Super Speed is an Aura with Flash, meaning you can cast it whenever you could cast an Instant. It provides the enchanted creature a static +1/+0 power boost and the Haste keyword. Additionally, it features a triggered ability that grants First Strike until the end of the turn when the Aura enters the battlefield.

Step-by-Step Resolution

When you cast Super Speed, you choose a legal creature target. If the spell resolves, it enters the battlefield attached to that creature. Immediately, the 'Enters' trigger goes on the stack. Once that trigger resolves, the creature gains First Strike for the remainder of the turn. The +1/+0 and Haste remain as long as the Aura is attached.

Common Mistakes

Players often forget that while Haste and the power boost are permanent as long as the Aura is attached, First Strike is a temporary triggered ability. If you move Super Speed to another creature later in the same turn via another effect, the new creature will not gain First Strike unless the Aura enters the battlefield again.

When to Play It

Because it has Flash, Super Speed is an excellent combat trick. You can cast it after blockers are declared to give your creature First Strike, allowing it to deal lethal damage and survive a combat trade that it would otherwise lose. It is also perfect for giving a newly played creature Haste during your main phase.

Interaction examples

The Instant Striker

You attack with a 2/2 creature, and your opponent blocks with their own 2/2. Before the combat damage step, you cast Super Speed on your creature. Your creature becomes a 3/2 and gains First Strike, destroying the blocker before it can deal any damage back.

Exploiting Entry Triggers

With Impact Tremors on the board, you cast a creature. As soon as it enters, Impact Tremors deals 1 damage to your opponent. You then cast Super Speed on that creature; while Super Speed entering does not trigger Impact Tremors (as it is not a creature), it gives your new creature Haste so it can attack immediately alongside the burn damage.

Mana Efficiency and Timing

If you have an Urza's Saga reaching its third chapter, you might be searching for a low-cost artifact. Since Super Speed costs only one red mana, you can keep that mana open to protect your new Construct token or any other creature by flashing the Aura in during the opponent's turn to act as a surprise blocker with First Strike.

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

How it works : Super Speed

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemypaupercommanderdueltlr
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