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Fate Reforged – Top 10 Limited Red Cards

Okay, so here we are, having reached the last two colours in magic. Hopefully the installments so far were helpful in conceptualizing the power level of the set. If you didn’t catch the previous articles of this series, you can check them out here:

White
Blue
Black

Before I jump into discussing red, a quick note on why I’m not going to do multicolour, artifacts, and lands. The answer is simple: there are only 10 non-lands and they aren’t particularly complicated. The lands we have already played with and the multicolour and artifacts can be summed up as universally excellent, with Hero’s Blade, Goblin Boom Keg, and Grim Contest being worse than the others (the Contest may be borderline playable). With that out of the way, let’s start by looking at red.

Red

1. Wild Slash

Wild Slash

How could this not be the best red non-rare in the set? It is efficient, instant speed burn. That is worth repeating. It has been over a year since we have had shock in a set and its speed and efficiency has certainly been missed. This format will have tons of juicy targets with two toughness, and the ability to go to the face is just gravy. Wild Slash will be a comfortable first pick in the format.

2. Pyrotechnics

Pyrotechnics

Pyrotechnics is Arc Lightning’s big brother and has the same potential to be a consistent 2-for-1. However, this bigger blast can both pick off better targets (two morphs) as well as more consistently get a 3-for-1 or deal with larger threats. The added value of being able to dome the opponent for 4 should also not be overlooked. That amount of damage is big game, and counts as significant reach for an aggressive deck. The five mana cost is the only thing keeping this below the raw efficiency of Wild Slash but it is very, very close.

3. Bathe in Dragonfire

Bathe in Dragonfire

Here we see another red burn spell rounding out the Top 3. While not as versatile as the two cards above it, Bathe in Dragonfire is efficiently costed. It will often kill a creature which cost more than itself and it deals with all of KTK’s common multicolour morphs save for Snowhorn Rider. The sorcery speed definitely holds the card back somewhat, as does not being able to go to the face. However, modern limited is defined by these above average removal spells and this is the role I expect Bathe to play.

4. Bloodfire Enforcers

Bloodfire Enforcers

The Enforcers are a very different card than the others on this list so far. They both ask a lot of us, to have multiple card types in the graveyard, and have a vulnerable 2 toughness. The requirement for the card to really turn on is to play cards that we want to play regardless, which helps its value. Following the Enforcers up with a Crippling Chill and a burn spell is hardly a cost at all. That being said, even when the ability is not active, Bloodfire Enforcers is a 5/2 for four, which we were content to play in Canyon Lurkers previously and that card required us to hide it as a morph to get that deal. While they require some set up, the Enforcers will have the capacity to take meaningful chunks out of your opponents life and bring them into range of your burn spells and flyers.

5. Collateral Damage

Collateral Damage

Let’s start the discussion of Collateral Damage by noting that sacrificing a creature is a very real cost and Lightning Bolt is an absurdly powerful card. Thus, the question is how significant of a cost the sacrifice really is. My suspicion is that with the incidental creature deaths (when their morph turns out to trump yours, when you chump a big fatty) and tokens floating around, the cost will be one we are more than willing to pay. However, playing Collateral Damage will likely be about finding the right spot.

6. Goblin Heelcutter

Goblin Heelcutter

While the body on the Heelcutter is not particularly impressive, it addresses an important need for aggressive decks in the format. Often slower, more controlling decks were using one large creature to reassert their board presence and stabilize. The Heelcutter complete undermines this plan and requires both multiple creatures and (hopefully) an unfavourable trade. I think that overall dash is a value-add ability, which provides a marginal benefit. In this case, the surprise factor can be significant, removing a blocker and piling on three damage. New players are often hesitant to attack into favourable boards when at low life. It is a learning curve to recognize that generally there is not a big scary haste monster waiting to come and eat your final life points. The Heelcutter is such a creature and I expect it to end many games.

7. Hungering Yeti

Hungering Yeti

The Yeti is not a particularly exciting card. However 4/4s match up fairly well in this format, eating lots of smaller creatures and trading with some of the serious threats (Abzan Guide for example). The 4 power is also important to turning on ferocious and adds some extra value to the card. Flash is an interesting mechanic in this set as it not only allows ambushes but it gives us an alternative should we not be forced to unmorph on our opponent’s turn. The single red in the mana cost should make this card significantly more playable than the Summit Prowler it is replacing.

8. Shockmaw Dragon

Shockmaw Dragon

Wow, the first uncommon dragon to make a list. As such, I’m going to take the opportunity to talk about the dragons a little bit in general, specifically why they haven’t been making these lists. Six mana is a lot in this set. There are lots of really explosive things to do on six. Six mana with two of a particular colour is often more difficult than six mana including clan colours. For a 4/4 flyer for six mana to be exciting to put in a deck, it needs to have a really relevant ability. The Shockmaw Dragon has just that. There are a lot of X/1s running around in the format. Not only do tokens abound, but there are Jeskai Windscouts, Bloodfire Experts, and Wetland Sambars to name a few. Being able to wipe out all of these with a big air punch makes this dragon a worthwhile inclusion in decks comfortable with the mana cost.

9. Vaultbreaker

Vaultbreaker

The Vaultbreaker is another one of those cards which rationalizes why I am so high on things which interact favourably with two toughness: it’s not just morphs and manifests whose stats end in a 2. Vaultbreaker does pack quite a punch though. Four damage is significant and rummaging is a powerful ability. The dash ability shines on cards like this where the effect of one hit is really worth the dash cost. I think this is really how dash must be evaluated on average cards. Four damage and a rummage for three mana is worthwhile. Sometimes the card will deliver more than that, but even if it operates on its floor it is playable.

10. Rageform

Rageform

This form falls significantly behind its white and blue brethren. Yet, a 2/2 double striker can single handedly stonewall an army of morphs and manifests, as well as all the other nasties with 2 toughness. While it is certainly vulnerable, the ability to turn it face up into a terrifying double striking beast gives this card significant upside. Until we find out how often manifests turn out to be real creatures it is hard to grade these cards. I think Rageform should deliver a fairly powerful card even if attaining something truly frightening takes a little luck and a lot of mana.

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