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Wild Ride

Wild Ride

Sorcery

common

Target creature gets +3/+0 and gains haste until end of turn. Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by , where X is its power. Then exile this spell.)

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Semantic Tags

Aggressivemechanical

Attacks quickly and deals damage efficiently. Includes haste, double strike, first strike, prowess, and cards that grant these.

Combat Trickmechanical

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

An instant-speed spell that modifies combat — pump, protection, or removal during combat.

Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.

Pumpmechanical

A spell or ability that gives a temporary power/toughness boost.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardlegal
legacylegal
vintagelegal
pauperlegal
historiclegal
explorernot legal
alchemylegal

Price history

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Printings (2)

SetRarityTCGplayerCard KingdomCardmarket
The List#TDM-132common···
Tarkir: Dragonstorm#132common···

Related Concepts

Harmonize

A keyword ability that lets a player cast a card from their graveyard for a specific cost and lets them tap a creature they control to reduce that cost. See rule 702.180, “Harmonize.”

Related Rules

702.180

Harmonize

702.180a

Harmonize represents three static abilities: one that functions while the card is in a player’s graveyard and two that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

702.180b

You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.

Rulings

2025-04-04

A spell cast using harmonize will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.

2025-04-04

If a card with harmonize is put into your graveyard during your turn, you can cast it if it’s legal to do so before any other player can take any actions.

2025-04-04

You must still follow any timing restrictions and permissions, including those based on the card’s type. For instance, you can cast a sorcery using harmonize only when you could normally cast a sorcery.

2025-04-04

Tapping a creature won’t reduce colored mana components of harmonize costs.

2025-04-04

“Harmonize [cost]” means “You may cast this card from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying the spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.”

2025-04-04

You can cast a spell using harmonize even if it was somehow put into your graveyard without having been cast.

2025-04-04

To determine the total cost of a spell, start with the mana cost or alternative cost (such as a harmonize cost) you’re paying, add any cost increases, then apply any cost reductions (such as the cost reduction from tapping a creature). The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.