CommanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) enchantment (This aura enchants a
commanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) creature, and remains attached to the creature as it moves between any face-up zones. You can
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) it on a
CommanderA designated card for a Commander deck, governed by the command-zone, color-identity, and Commander rules. (CR 903) in your command zone.)
When you
castTo cast a spell is to take it from the zone it’s in (usually the hand), put it on the stack, and pay its costs, so that it will eventually resolve and have its effect. A player may cast a spell if they have priority. See rule 601, “Casting Spells.”
To cast a card is to cast it as a spell. (CR 701.5) Taught by Surrak, draw a card.
Enchanted creature gets +2/+2 and gains
hasteHaste is a static ability.
If a creature has haste, it can attack even if it hasn’t been controlled by its controller continuously since their most recent turn began. (See rule 302.6.)
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 their most recent turn began. (See rule 302.6.)
Multiple instances of haste on the same creature are redundant. (CR 702.10).