Pursue Glory

Instant

Attacking creatures get +2/+0 until end of turn.
Cycling {2} ({2}, Discard this card: Draw a card.)

CMC
4
Mana cost
{3}{R}
Color identity
R
Rarity
common
Set
Amonkhet
Price
$0.03
EDHREC rank
#23618
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Pursue Glory card art
Pursue Glory gives your attacking creatures +2/+0 until end of turn and lets you cycle it away for a new card if you've attacked this turn — combat pump and built-in card replacement on one instant. Four mana is a steep ask for what amounts to a situational trick, and it will almost never make the cut over Berserk, Reckless Charge, or any pump spell that costs half as much.

Format Analysis

Where it lives, where it can’t

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

In Commander, Pursue Glory is niche at best — the cycling clause saves it from being a pure blank in the late game, but four mana for a one-turn pump that doesn't end the game on the spot is rarely worth a slot. Aggressive token strategies under commanders like Isshin, Two Heavens as One or Adriana, Captain of the Guard can occasionally use the anthem effect across a wide board, but better options exist at every price point. In Pauper, the cycling makes it marginally more interesting as a cantrip-adjacent combat trick, though it still sits below the power threshold of the format's best red commons. Across Legacy, Vintage, and Pioneer, Pursue Glory is essentially invisible — formats with access to stronger pump and faster clocks have no reason to register it.

Key Combos

Combo lines featuring this card

Price Context

Current price

$0.03 bulk tier

At $0.03, Pursue Glory is deep bulk — you're paying for cardboard and shipping, not the effect. Price stability is a non-issue; it's not going anywhere, but it's also not getting played enough to drift upward.

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Mentioned

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    Updated . Data from Scryfall, EDHREC, and Commander Spellbook.