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Nummy Plays: Innistrad Limited Review (Red)

Red’s turn!

5.0: I will always play this card. Period.

4.5: I will almost always play this card, regardless of what else I get.

4.0: I will strongly consider playing this as the only card of its color.

3.5: I feel a strong pull into this card’s color.

3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)

2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)

2.0: If I’m playing this color, I usually play these. (70%)

1.5: This card will make the cut into the main deck about half the times I play this color. (50%)

1.0: I feel bad when this card is in my main deck. (30%)

0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)

0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)

Red

[card]Ancient Grudge[/card] – 1.0

I would have to be severely lacking on playables to maindeck Ancient Grudge. While it can be an alright sideboard option, specifically if your opponent has multiple equipments, I do not feel that there are enough ‘good’ artifacts in the set that warrant it.

[card]Ashmouth Hound[/card] – 3.0

The problem with most 2/1 creatures is that they often trade for smaller 1/1’s and will not be able to attack into anything with three toughness; Ashmouth Hound deals with that problem nicely. Being able to kill one-toughness creatures without trading is pretty nice, and he even trades up in the later games. I won’t be too disappointed in running these.

[card]Balefire Dragon[/card] – 4.0

Seven mana is a lot to ask for but if he ever connects he just wins the game. Once in play the dragon requires immediate removal or a good supply of chump blockers (white’s spirit tokens) to have any chance at all. I’m not sure I would splash for this guy, but he does certainly have an impressive body/effect.

[card]Blasphemous Act[/card] – 3.5

It will sometimes sit in your hand, staring at a board of four creatures, and you with only four mana in play. Disregard the ‘downside’, this card will create blowouts that you can set up. As an added bonus this even takes out Ludevic’s Test Subject! Easily splashable – you will not regret playing this card.

[card]Bloodcrazed Neonate[/card] – 2.0

You won’t always want to play this card, especially against some decks, but the neonate can easily get out of hand, especially if you have enough removal to back it up. Admittedly bad when you are facing down a board of larger creatures, the neonates are a fine card.

[card]Brimstone Volley[/card] – 4.5

There isn’t much to say about Brimstone Volley that hasn’t already been said. Solid removal that can be ‘upgraded’ when morbid is achieved, easy splash card, all around great.

[card]Burning Vengeance[/card] – 1.5

I would only play this card if I was capable of also playing at least six cards with flashback. Even with those stipulations met, Burning Vengeance will probably not be anything too great. I want this card to work in limited, but I would not count on it.

[card]Charmbreaker Devils[/card] – 4.0

Value. It doesn’t matter whether the devils are returning Think Twice or Brimstone Volley, if you can return an instant or sorcery, you are getting value. Charmbreaker Devils is one of the better rares in the set. While six mana is a bit expensive it should easily dominate the game after a few turns. It might not have an effect immediately, but it doesn’t take long for this to sway the game. HUGE DAMAGE BONUS!

[card]Crossway Vampire[/card] – 2.5

I initially thought that these vampires were a 2/3 but upon realization that it was a 3/2 I instantly had a change of heart. While nothing but heavy red decks will be able to consistently play this on turn three, these vamps are usually pretty good value at most points in the game. A sizeable body, it can also help push through a few points of damage in a pinch.

[card]Curse of Stalked Prey[/card]/[card]Curse of the Nightly Hunt[/card]/[card]Curse of the Pierced Heart[/card] – 1.0

For brevity’s sake I am simply going to combine these curses into one list. The same type of deck would usually include all of these cards – a deck that is very aggressive and wants to kill the opponent quickly. They all have different roles in the deck, but all do a fine job of allowing you to get in for more damage. I would not recommend playing these unless you absolutely had to have another on-color card.

[card]Desperate Ravings[/card] – 2.0

You won’t run this without being able to cast the flashback cost unless you really are desperate, but when you can it turns into a fine a card. Works best when you have other flashback options or graveyard abuse, but red card draw is red card draw.

[card]Devil’s Play[/card] – 5.0

Blaze was always a great card in limited, and this even has the added bonus of being able to be cast a second time (provided you have a bit of red). You should be playing this 100% of the time, even if it’s only a splash and you won’t be able to flash it back. Strong is strong.

[card]Falkenrath Marauders[/card] – 4.0

While it may not have the best initial stats, the surprise factor and instant growth after it connects just once leaves the marauders a very strong card. Evasion and the ability to get larger, combined with the haste, will usually leave these guys at a 4/4 the turn they are played. It might not be a veritable ‘bomb’, but it certainly is close.

[card]Feral Ridgewolf[/card] – 2.0

You could do worse than the wolf, though he is nothing to be seriously impressed about. The ability to sink any additional mana to pump him up combined with trample actually makes the wolf a reasonable creature. A bit fragile, but it can easily trade-up for bigger creatures.

[card]Furor of the Bitten[/card] – 1.5

I think I may just be more of a fan of auras than other folks, but I don’t think that Furor of the Bitten is that unplayable. +2/+2 is quite a permanent boost for one mana, and although it can lead to potential two-for-ones (as with most auras) I still think it is fine.

[card]Geistflame[/card] – 3.0

Whether it is pinging the opponent for the last two points of damage or taking out some pesky one-toughness creatures, geistflame is a fine card that will always make your red decks. Not the best removal, but a fine one.

[card]Hanweir Watchkeep[/card] – 3.0

I find Hanweir Watchkeep to actually be one of the better werewolves in Innistrad. During the early stages of the game he is a great defender, coming down early and stopping most aggression, and then he becomes a sizeable threat whenever he is flipped. Five power and five toughness means he trades or kills most creatures in the format. Give him a try, you’ll like him.

[card]Harvest Pyre[/card] – 2.5

This obviously becomes worse in multiples but Harvest Pyre is a decent removal spell. While some decks won’t have too many ways of getting cards to the yard other than creatures dying in combat or otherwise, most of the time this should be able to kill something. A bit awkward on an early board, but shining in the late game, removal is removal is removal.

[card]Heretic’s Punishment[/card] – 3.5

If you can grind out until the late-game, this card will punish your opponent. You might occasionally whiff on three-land, but then you are getting three land off the top of your library – seems pretty sweet. Let this go active for more than a few turns and the game should be over in short order. It can be splashed too!

[card]Infernal Plunge[/card] – 0.5

Sure, it enables morbid and sends things to the yard, but this card will almost never be making my decks, sideboard or otherwise. It’s cute to try and accelerate into something bigger, but I would probably just run a land over this.

[card]Instigator Gang[/card] – 4.0

This card can be pretty unfair, even when unflipped. Essentially a 3/3 when it attacks unflipped, Instigator Gang creates a must answer threat if he ever becomes flipped, turning into a pseudo- Jor Kadeen, the Prevailer. I might not always play him, but he is an easy splash and instantly turns all of your other creatures into legitimate threats.

[card]Into the Maw of Hell[/card] – 3.5

This kills just about all the creatures in Innistrad as well as blowing up one of your opponent’s’ lands, meaning it is definitely good. You will most likely play as many of these as you can, but it is a rather slow form of removal.

[card]Kessig Wolf[/card] – 3.0

The initial stats of Kessig Wolf are not the most impressive, but the ability to turn on first strike means he will effectively be able to get past most creatures in the early game. Even on the draw, he trades with most other three-drops, making him more than a fine dude to have.

[card]Kruin Outlaw[/card] – 3.5

Decent stats while unflipped, Kruin Outlaw creates some scary board scenarios for your opponent just with the threat of flip. Double strike is a huge stat, and the extra ‘can’t be blocked except by two or more’ means that she while eat a lot of creatures whenever she gets blocked. A bit color intensive but great.

[card]Night Revelers[/card] – 2.0

A bonebreaker giant that is going to have haste a large portion of the time isn’t super exciting, but more than playable. Sometimes you will just need a large dude, and the revelers can provide that – plus, they are of a relevant creature type!

[card]Nightbird’s Clutches[/card] – 2.0

Falter-like abilities have always been hit or miss, but I think this one does a decent job. Just the fact that it has flashback, of the same color as the initial cast, and isn’t costly means that it should allow you to get in with some creatures. This works especially well with the vampires that grow when they hit an opponent.

[card]Past in Flames[/card] – 1.0

It won’t be until late in the game where you are able to fully utilize this card since you will still have to cast the card you are giving flashback. Add that stipulation to the fact that you need a decent number of sorceries or instants in your deck and you have a recipe for a…very unexciting card. I’m not even sure this feels mythic. Pass.

[card]Pitchburn Devils[/card] – 3.0

A 3/3 for five would be fringe playable on its own but compound that with the fact that it lightning bolts something when it dies and you have a recipe for a very solid creature. While there are certainly better things to cast on turn five, these devils just scream value. Awkward if they get Bonds of Faithed…

[card]Rage Thrower[/card] – 3.5

Rage Thrower is a very good top-end plan for red, and is even splashable if need be. His standalone stats leave something to be wanted but being able to turn all your small useless critters into damage makes combat hell for your opponent and should usually make quick work of them. I might be possibly rating this a bit higher than it should be, but it is undoubtedly strong.

[card]Rakish Heir[/card] – 2.5

This obviously scales with the more vampires you get but is still decent by itself. Backed up with removal or any other way of punching through attackers, the heir quickly gets out of hand and can easily dominate the board.

[card]Reckless Waif[/card] – 2.0

Ideally you slam this turn one, but it can still be somewhat useful later in the game when both players are petering out of spells. If nothing else you get a 1/1 for one, and optimally you get a pseudo-nacatl.

[card]Riot Devils[/card] – 2.0

While not impressive, Riot Devils simply stops many of the early drops single-handedly. Three toughness seems like a magic number in the early turns, and he is even a fine attacker. I won’t be thrilled to run these, but they are decent.

[card]Rolling Temblor[/card] – 3.0

This mini (red only) firespout can easily wipe the early board and is especially effective against the plethora of humans and tokens in the format. The ability to also flashback is an added bonus and will often detract opponents from simply laying out all of their weenies a second time (presuming there is one). I don’t think I would run more than two, and will often sideboard it out, but this is still a very powerful card.

[card]Scourge of Geier Reach[/card] – 3.5

If this comes down as a 3/3, then your opponent has no creatures. If this comes down as anything other than a 3/3, then you are getting a large creature for five mana. While there might be some situations where your opponent simply has one large creature that the scourge will get outclassed by, in most cases this will serve as a very welcome addition to your team.

[card]Skirsdag Cultist[/card] – 3.5

Being able to turn any of your creatures into a shock is certainly a very strong ability, and the added usefulness of cards in the graveyard and morbid effects are going to make the cultist a very good card. Create some synergy with this and it can just become broken.

[card]Stromkirk Noble[/card] – 2.5?

This might be higher than a 2.5, but the noble is usually only optimal on Turn 1. While he certainly has a very relevant ability of not being able to be blocked by humans, he is fragile for most of the game and is a pretty bad topdeck late.

[card]Tormented Pariah[/card] – 2.0

I’ve never been very impressed with Tormented Pariah, though it is a fine card in a pinch. The unflipped side is just so bland that the relatively large flip side doesn’t shine through. This is certainly one of the weaker werewolves, but a fine card if you are needing four-drops or more playables.

[card]Traitorous Blood[/card] – 1.5

Not the best, not the worst; Traitorous Blood is best suited in very aggressive decks. The value could be bumped up a bit if you have a few sacrifice outlets, but otherwise it is just alright. The addition of trample is a nice touch, especially since there are a lot of high-power creatures, but don’t let that sway you into thinking this is great.

[card]Vampiric Fury[/card] – 1.5

Assuming you can put together the mono-vampire deck, Vampiric Fury could actually be pretty good. The damage bonus is certainly nice, but it is the first strike combined with the damage that makes this card shine. This basically allows you to win any combat situation while getting in additional damage. Again, don’t run this unless you have a high mass of vampires.

[card]Village Ironsmith[/card] – 3.0

This rating might be a little too high, but I’ve seen this guy be absolutely absurd. If he comes down on the second turn and flips within the next two, he can just dominate the board. First strike lets the Village Ironsmith’s beat out most other low drop creatures, making his one-toughness a non-issue in combat. If you haven’t given these a try, I recommend it

That does it for red – a very aggressive color with many of the best werewolves and vampires. Paired alongside its bevy of removal, red is certainly a contender for being one of the stronger colors in Innistrad limited. The nice thing about a few of red’s bombs is that they are conveniently splashable.

NumotTheNummy’s Personal Top 5 Favorite Red Commons/Uncommons

1. [card]Brimstone Volley[/card]

2. [card]Into the Maw of Hell[/card]

3. [card]Hanweir Watchkeep[/card]

4. [card]Geistflame[/card]

5. [card]Village Ironsmith[/card]

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