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By: johan_djinn, Jonathan Ng
Sep 29 2014 12:00pm
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 Welcome to Decked Out!

Check out my previous articles here: White, Blue and Black

Intro

In response to a reader’s question: Isn’t this article a bit late to the party? I care about Khans of Tarkir now.”I feel like I should give a bit of a prelude to my articles. I want to break down the cards for M15 as the limited format evolved, a sunset review if you will. When you step back and analyze a set when the dust settles will bring up quite a few surprises. I personally believe to become better player, we must learn to evaluate from the past. Past actions, past decisions. If we take a step back and review them, it might change how you evaluate a card in the future. Good examples for me are cards like Hammerhand and Satyr Wayfinder, cards which I dismissed in the past. I kept an open mind and heard from different perspectives. I found myself learning a lot. Again, a lot of writers give their initial thoughts to a format but it just kind of fades after the initial hype. I want to fill that other space.    
 
To wield lightning is to tame chaos.
 

Ahh red…my actual favorite color and not coincidently, my favorite color in Magic. For the most part, Red has always had a strong showing in Limited because red is about creatures and dealing damage fast. Both integral parts of Limited formats. 

White and red were definitely my most drafted colors in M15. I sum up all the red cards in M15 with two words: No nonsense. As I was going through each red card, I was having a hard time trying to come up with synergies and combos. What does Lightning Strike combo well with? It just deals damage. How about Thundering Giant? It also just deals damage. Sure, I could go down the rabbit hole but there really is no need to. Historically this is what red does so this is what we get. 

And here we go...

A bit of pain never hurts.
 

Without further ado, here are my definitions of the ratings:   

A+ The cream of the crop. The bombs of all bombs. I will always play this card. This card is a win condition all by itself and almost unbeatable. I will change colors in pack three to play it.   
A , A- I will almost always play these cards. Bombs that I will snap pick in pack one. These cards define Limited archetypes and I will build around it. 
B+ , B If I am playing a certain color, these cards should always find a way into my deck. Excellent removal spells or efficient creatures. 
B- , C+ Solid cards that will round out my curve and has potential upsides. These cards are not exciting but they do get the job done. 
C , C- Sideboard cards and cards that fills the last five spots in your limited decks. I am not excited at all putting these cards into my main deck but they do have their niche cases.
F Waste of a card slot. I will never play this card in the main deck or after sideboarding. 

 

Card Review

Act on Impulse

I’m not playing Divination in this set which guarantees me two cards so that should speak volumes on how unplayable this red card is. I've never seen this card casted in Limited and I doubt I will see it in the foreseeable future.  

 Best Archetypes:  n/a
 Combos/Synergies:  n/a
 Rating:  F

 

 

Aggressive Mining

Wait… you are telling me we are starting off the review with two awful red draw spells for Limited? Aggressive Mining is a little bit too cheeky in my books and asks for a little too much. Red doesn't have a great start but it gets better from here. 

 Best Archetypes:  n/a
 Combos/Synergies:  n/a
 Rating:  F

 

 

Altac Bloodseeker

Altac Bloodseeker has an awkward ability but does pull its weight especially in a removal heavy deck. Four power first strike punches through the strongest of blockades. The haste seems to be a tacked on ability but it has its uses. Opponent will have to respect the blowout potential Altac Bloodseeker possess. Has anyone lived the dream and cast Cone of Flame pre-combat with this on the board?

 Best Archetypes:  BR Aggro
 Combos/Synergies:  Cone of Flame, Lightning Strike
 Rating:  C+

 

 

Belligerent Sliver

There is a glut of three drops for red and this is probably the worst one. This sliver is very mediocre especially in the mid or late game. The two power on this sliver won't be scaring anyone soon. It should only be used in all-in red decks. You know, the decks that also run Foundry Street Denizens.  

 Best Archetypes:  RW Aggro
 Combos/Synergies:  Slivers, Hammerhand, Necrobite
 Rating:  C

 

 

Blastfire Bolt

Another clunky removal spell but at least it deals with most threats in the format. Equipments suck in this format so it will be rare that you will ever hit the bonus with this one. Blastfire Bolt doesn't go to the face which really puts a wet blanket on its impact.

 Best Archetypes:  GR Midrange, UR Artifacts
 Combos/Synergies:  n/a
 Rating:  C+

 

 

Borderland Marauder

This is red’s best two drop because it has two toughness. That and it swings for three. This warrior is quite the aggressive card but you don’t need me to tell you that. We all know how good this card was right from the get-go. It has enough power to crush through the fat blockers and usually trades up. 

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  n/a
 Rating:  B

 

 

Brood Keeper

One of the premium build around me uncommon cards is this dragon mother. I am usually not a fan of these cards because it forces you to play otherwise unplayable cards like in this case, auras. Incidentally the auras in red and white are quite good in their own right. Marked by Honor is strong. Inferno Fist is good without saying. The fact that it spawns fire breathing dragons is a win condition. At worst, it is a 2/3 body that strikes fear in your opponents which might draw out a removal spell.

 Best Archetypes:  RW Auras
 Combos/Synergies:  Hammerhand, Divine Favor, Inferno Fist, Marked by Honor
 Rating:  B-

 

 

Burning Anger

Speaking of great auras, Burning Anger is ridiculous and something you want to attach to a Brood Keeper. The first card you kill with this nets you value since it takes out one card. The removal spell it will inevitably draw out is also another card from your opponent's hand. We have a 2 for 2 card trade here. The longer this card stays on the board, the faster you will see the board dwindle on your opponent’s side. Needless to say, it’s pretty horrible on a weenie so green creatures are great target for this rare aura.

 Best Archetypes:  RW Auras, GR Midrange
 Combos/Synergies:  Typhoid Rats, Kird Chieftain, Midnight Guard
 Rating:  A-

 

 

Chandra, Pyromaster

In a set full of one toughness creatures, Chandra easily takes those creatures down. The Falter is welcome if you are running an aggressive deck (at the expense of leaving her open for attacks). The second ability is what makes up for her lack of an ultimate. Chandra provides red with card advantage which is not often seen. It makes instants a little awkward since instant's strength comes from the power of surprise. Compared to some of the other planeswalkers, I don't think this one is back breaking but who's complaining when you still get to play a decent planeswalker in Limited.    

 Best Archetypes:  RW Aggro, GR Midrange
 Combos/Synergies:  n/a
 Rating:  B+

 

 

Circle of Flame

This would see play if it stopped Triplicate Spirits but it only hoses the ground. Flavor win but loses in every other category.

 Best Archetypes:  n/a
 Combos/Synergies:  n/a
 Rating:  F

 

 

Clear a Path

I had a wall deck once when I was doing a practice team sealed with my friends. This card did not bug me at all since I sacked my walls to Wall of Mulch. End of story.

 Best Archetypes:  n/a
 Combos/Synergies:  n/a
 Rating:  F

 

 

Cone of Flame

Thank god this is a “mythic uncommon” (a term I used during Return to Ravnica block because I saw didn’t see an Arrest until my fifteenth draft or so). I only pulled one of these in MTGO. You hear this repeatedly from pros, Cone of Flame is better than almost all rares and mythics in M15. In fact, I think the only other cards that trump it is Soul of Theros and Hornet Queen. It is so easy to three for one with this card and no thinking is required. Just point and shoot.    

 Best Archetypes:  All red archetypes
 Combos/Synergies:  Altac Bloodseeker
 Rating:  A

 

 

Crowd's Favor

(Crowd’s Favor) has a tough act to follow. I find combat tricks in this set sub-par because good opponents usually know how to play around things. Furthermore if they do chose to block, they often do so with their worst creature, not the one you want to get rid of. If you do decide to play it, it’s often a surprise due to convoke cost. I advise to save it a swinging point in the game; don't just throw it out there the minute you get the chance.   

 Best Archetypes:  RG Midrange, RW Aggro
 Combos/Synergies:  n/a
 Rating:  C

 

 

Crucible of Fire

Why is this card even here? There are three dragons in the set (I’m counting Brood Keeper as well) and two of them are rares. Something tells me there will be dragons returning to Tarkir...or Crucible of Fire is here to appease the casual crowd.

 Best Archetypes:  n/a
 Combos/Synergies:  Brood Keeper, Siege Dragon, Hoarding Dragon
 Rating:  F

 

 

Forge Devil

I dub this the “weenie slayer” because it just slaughters just about every one or two drop and leaves behind a 1/1 body that halts another weenie or help with convoke. One drops are usually scoffed at because they never do enough but Forge Devil carries its own weight. These guys should be the first to go to the sideboard if these seem to linger around in your hand after a game or two.

 Best Archetypes:  RW Aggro, GR Midrange
 Combos/Synergies:  Necrobite
 Rating:  B-

 

 

Foundry Street Denizen

And here we have an example of a one drop that doesn’t carry its own weight. Don’t kid yourself with this card if you are not going all in with red. 

 Best Archetypes:  Mono Red
 Combos/Synergies:  n/a
 Rating:  C-

 

 

Frenzied Goblin

Another one drop? Removing their best blocker from combat is nice but they’ll just block the 1/1 and that will be the end of that conversation. It is still pretty slick in the heavy aggressive decks and will push in for lots of damage early game if your opponent's deck drops a single creature by turn three. Otherwise, let’s just all stick with Forge Devil.

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  n/a
 Rating:  C+

 

 

Generator Servant

I overvalued this card when the set was released. It gradually fell short of my expectations as the Limited scene evolved. I used to pick these early but found out that I needed a bomb worth casting first; a bomb which I want to power out fast. I guess the rose shaded glasses were put on me when I powered out Siege Dragon in most games during the Prerelease. The hype has died down for me but the card still scares me plenty especially when it comes out turn two.

 Best Archetypes:  GR Midrange, RB Midrange
 Combos/Synergies:  Nightfire Giant, Siege Dragon, Stormtide Leviathan
 Rating:  B-

 

 

Goblin Kaboomist

Any card left up to chance has historically been awful but at least Goblin Kaboomist promises to leave you a land mine even if it does blow itself up immediately. Any type of augmentation that pumps this guy up one point of toughness turns this goblin into a serious ground threat that calls for removal. I wouldn’t take this as a high pick since I treat this card like a defender card. It’s a reactive approach not a proactive one which I don’t appreciate in red. 

 Best Archetypes:  RB Midrange, RW Auras
 Combos/Synergies:  Hammerhand, Paragon of Fierce Defiance, Divine Favor, Marked by Honor, Vineweft
 Rating:  B-

 

 

Goblin Rabblemaster

On an empty board, this card will end the game relatively soon. Goblin Rabblemaster or Goblin Bitterblossom, I like to call it, is a bit underwhelming on a stalled board state though because you are constantly sending in a stupid goblin head first into a fatty. It can even be a detriment if you have other goblins on the board. However the upside does exist and I am happy to grab it early. 

 Best Archetypes:  RB Aggro, RW Aggro
 Combos/Synergies:  Goblins, Obelisk of Urd
 Rating:  B

 

 

Goblin Roughrider

The true 3/2 in the set that comes down a turn later than Borderland Marauder but that one extra mana cost makes all the difference between good and great. However we can still classify this as an acceptable three drop.

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  n/a
 Rating:  B-

 

 

Hammerhand

Here is a red card that gained value as the Limited scene developed over time. Hammerhand does some minor things but these little things all add up. The combination of a Falter effect, haste and growth translate into a lot of extra damage it turns out. Not a card I actively try to look for because you will inevitably see one or two floating around and they fit certain archetypes well.

 Best Archetypes:  RW Auras, UR Aggro
 Combos/Synergies:  Goblin Kaboomist, Brood Keeper
 Rating:  C

 

 

Heat Ray

I recall this being a lot better in Rise of the Eldrazi block but it is still fine here. The great thing about Heat Ray is that it scales with the game. It good in the early stages and late stages of the match. Any card with this type of flexibility will find a slot in your forty cards.  

 Best Archetypes:  GR Midrange, BR Midrange
 Combos/Synergies:  n/a
 Rating:  B

 

 

Hoarding Dragon
This is a true red Air Elemental and the artifact clause is just icing on the cake. Don't jam in horrible artifacts into your deck just so you can fetch them for value. You're opponent is just going to have a hard time dealing with a dragon anyways.
 
 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  Scuttling Doom Engine
 Rating:  B+

 

 

Inferno Fist

Inferno Fist does a lot of damage fast especially when slapped on an evasive creature like a Welkin Tern or (Krenko’s Enforcer). An expensive Shock is decent but you really want to get at least six damage with this thing. As far as auras go, this is best common/uncommon one in the set.

 Best Archetypes:  RW Auras, UR Aggro
 Combos/Synergies:  Brood Keeper
 Rating:  B

 

 

Kird Chieftain

This is the best “gold” card in the set. This ape is turns every combat phase a nightmare for your foe. Essentially Kird Chieftain’s activated ability makes your creatures virtually unblockable if blocks aren’t favorable. The trample is a godsend for huge creatures that gets chumped by weenies all day. 

 Best Archetypes:  GR Aggro
 Combos/Synergies:  Ancient Silverback, Phytotitan
 Rating:  A-

 

 

Krenko's Enforcer

Evasion is vital in creature heavy formats and (Krenko’s Enforcer) over performed. Not a card to write home about but just like Accursed Spirit, it plugs away innocently until one realizes that they have to use a removal spell on this bear. 

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  Inferno Fist
 Rating:  B

 

 

Kurkesh, Onakke Ancient

I would ignore all the words in the middle of the text box because this is essentially a rare vanilla 4/3 for four mana. Ironically enough, I think this would make it into my red deck about 80 percent of the time. The ability may end up being somewhat relevant with a Tyrant's Machine in a UR Artifact deck. If you live that pipe dream, good on you.   

 Best Archetypes:  UR Artifacts, RW Aggro
 Combos/Synergies:  Tyrant's Machine, Grindclock, Sacred Armory
 Rating:  C+

 

 

Lava Axe

Catch! My favorite thing about Lava Axe is its flavor text. Seriously, they are all hilarious and witty. I think we've all been killed by a Lava Axe in one way or another. An excellent reach card for aggro decks and subpar everywhere else. Hold it up for those last points of damage.

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  n/a
 Rating:  C

 

 

Lightning Strike

Any form of cheap red damage spell that hits both creature and player will be a high pick in any format. Period.    

 Best Archetypes:  All red decks
 Combos/Synergies:  n/a
 Rating:  B+

 

 

Might Makes Right

It speak volumes that I still have to read this card every time I see it. 

 Best Archetypes:  GR Midrange
 Combos/Synergies:  Blood Host
 Rating:  F

 

 

Miner's Bane

A little bit on the expensive side of the curve but (Miner’s Bane) is principally a (Lave Axe) on legs that takes our creatures on its way out. It’s a decent way to top off your curve but I often find there are better things to occupy the six drop slot. Combat tricks do make this card a lot better.  

 Best Archetypes:  RG Midrange
 Combos/Synergies:  Crowd's Favor, Titanic Growth
 Rating:  C

 

 

Paragon of Fierce Defiance

On the subject of topping off your curve, you want your aggressive red decks to be topped off with this four drop. This and the green paragon are fighting for the second best paragon in the block. Similar to the white, red creatures come out fast and in multiples. An anthem effect is exactly what red wants to push in for those extra points of damage. Giving haste to creatures is much more attractive when it is a re-usable effect. 

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  Goblin Kaboomist
 Rating:  C

 

Rummaging Goblin

Red has done it. Red has a better looter than blue. Either way, the format seems a little too fast and aggressive for Rummaging Goblin especially in drafts. This isn’t the format for 1/1’s but his little goblin draws out those removal spells. It turns out looters are very powerful in Limited even if you change the wording around.       

 Best Archetypes:  GR Midrange, BR Midrange, UR Artifacts
 Combos/Synergies:  Vineweft
 Rating:  C+

 

Scrapyard Mongrel

Aeronaut Tinkerer has a bigger upside that Scrapyard Mongrel. I don’t want to play this Hill Giant unless my deck already has at least three playable artifacts. I won’t force myself to play horrible colorless cards in the blue and red artifacts archetype.   

 Best Archetypes:  UR Artifacts
 Combos/Synergies:  Artifacts
 Rating:  C+

 

Shrapnel Blast

I dislike cards that rely on other cards especially when you have to sacrifice them. Since you won’t be casting Shrapnel Blast on turn two, it effectively cost more mana. You are better off with a Lava Axe or Blastfire Bolt which guarantee to do something on its own.

 Best Archetypes:  UR Artifacts
 Combos/Synergies:  Scuttling Doom Engine
 Rating:  F

 

Siege Dragon

Siege Dragon is a little too expensive for my taste. Getting to your seventh land will feel like a lifetime. Plus I don’t think the impact is game ending either. Cards like Hornet Queen, the Souls and even Stormtide Leviathan have the game ending feeling. Siege Dragon just feels subpar unless you completely wrath their ground weenies from the board. A card like this absolutely demands a few Generator Servants for the reason that it ramps up to your seventh mana source and gives it haste. 

 Best Archetypes:  BR Midrange, GR Midrange
 Combos/Synergies:  Generator Servant, Necrobite
 Rating:  B+

 

Soul of Shandalar

Now this is more like it. Soul of Shandalar is a colorless mana less than Siege Dragon and has the aforementioned game ending effect. You won’t ever beat this thing in combat. You would have to throw yourself, your dad, your grandmother, your dog and your neighbor’s dog to gang block this monstrous first striker. That’s just the half of it. The activated ability on this Avatar speaks for itself. 

 Best Archetypes:  All red decks
 Combos/Synergies:  n/a
 Rating:  A

 

Stoke the Flames

This is one of the best cards to have for red. Four damage is a lot and it’s a card almost impossible to play around given the convoke cost. Just like Lightning Strike, there isn’t much to say here. 

 Best Archetypes:  RW Aggro, GR Aggro
 Combos/Synergies:  n/a
 Rating:  B+

 

Thundering Giant

Thundering Giant fills a role and that role is to mess up opponent’s combat math and race situations. If you ever faced one, you will know exactly what I am talking about. Typically I don’t play Lava Axes because I have always preferred creatures spells over sorcery spells and this one fills the same five drop slot.

 Best Archetypes:  RW Aggro, UR Aggro
 Combos/Synergies:  n/a
 Rating:  C+

 

Torch Fiend

In most matchups, a Goblin Piker is pretty weak but as a “sixth man”, I think this is an all-star in the sideboard. Taking out a Juggernaut or an Ensoul Artifact creature is quite the value play.

 Best Archetypes:  RW Aggro, GR Midrange
 Combos/Synergies:  Scuttling Doom Engine
 Rating:  C+

 

Wall of Fire

This card feels completely out of place. Every card in red goes for the opposition’s throat except for this one. Red is not looking to play any defenders.

 Best Archetypes:  RB Midrange
 Combos/Synergies:  Burning Anger
 Rating:  C-

 

 Outro

"With rage as your forge, your hammer can smite anything."

 

There is a reason why “Red Deck Wins” is a respectable constructed deck in all formats and M15 just reinforce this idea once again. In a practice team sealed for GP Portland, we actually scoured enough cards to make a mono-red goblin topped off with Paragon of Fierce Defiance and Obelisk of Urd. That deck did not drop a game.
Red has its fair share of janky cards but the good cards definitely makes up for it. In fact, red is actually deeper this time around than in many other sets. Red has more options than normal. Borderland Marauder is arguably the best two drop in the format. It has the most efficient and flexible removal spells in the form of Lightning Strike and Stoke the Flames. Kird Chieftain is an uncommon bomb if you are lucky to be in Gruul. Cone of Flame easily gets the award for biggest blowouts and easiest way to get a three-for-one.
Until next time, best wishes from the Djinn.
 
Johan Djinn @johandjinn (on MTGO and Twitter)
 
 
Bonus Content - Standard Post Rotation Idea
Since we are discussing red, here's a standard deck idea post rotation: