My Limited Card Pool: Red Lands & Creatures

This is the 11th entry in a series where I comment on and explain my choices for my limited card pool in detail. Here are my previous entries:

Lands & Artifact Creatures

Non-Creature Artifacts

White Lands & Creatures

White Non-Creature Spells

Black Lands & Creatures

Black Non-Creature Spells

Green Lands & Creatures

Green Non-Creature Spells

Blue Lands & Creatures

Blue Non-Creature Spells

In this entry I listed a number of guidelines I follow when deciding which cards I want in my cubes.

Here’s a PDF you can open in a new window to look at the part of my list I’m taking about while reading:

Red Lands & Creatures (Hellion Crucible should be uncommon.)

And here’s a link to an explanation of the shortcuts I use in that list, if you need it.

Keldon Megaliths is the only card with hellbent left in my pool. I gave up on that mechanic, which simply didn’t play well. The Megaliths are not meant to specifically encourage players to build a deck which empties its hand fast, but as a land with an upside in the lategame red decks can use, just like Hellion Crucible

I upgraded Jackal Pup to Firedrinker Satyr, because the Pup could do with a little extra oomph in limited.

Jackal Familiar and Mogg Flunkies are meant to encourage a weenie strategy, where they are stronger than Ember Beast, which plays more like a slightly undercosted generic creature with a disadvantage.

Skitter of Lizards is a great way to get a usable haste creature for 1 mana in my pool (Goblin Guide does not really work in limited).

AEtherflame Wall is Red’s concession towards the shadow theme, which is why it’s common, but it also provides a generally useful pumpable defender in the vein of Wall of Fire.

Stormblood Berserker, the 2-drop, being uncommon, and Gorehorn Minotaurs, the 4-drop, common, is just as things were in Magic 2012, but feels a bit unintuitive to me, especially because it is the other way around than the rarities of the black bloodthirst creatures. It makes sense, though, as the Berserker is a little more powerful, and the switched rarities make the mechanic feel a little different in both colors.

Attributing rarities was also an issue with Young Pyromancer and Guttersnipe. While the Pyromancer is probably a bit more powerful even in limited (but it’s a lot closer than in constructed), he is more generally useful, while Guttersnipe isn’t too interesting without a strong instery component in the deck. Also, it’s nice if the producer of 1/1 tokens is common, while Talrand, Sky Summoner is rare.

Fire Imp is the smaller variant of Flametongue Kavu, which means it is on an acceptable power level.

Granite Gargoyle, Highland Giant and Earth Elemental are generic creatures helping to balance out Red’s overall very aggressive nature a little, which is of course a defining feature of that color, but makes it play a little too one-dimensional if it is the only strategic option. These creatures still work reasonably well on the attack, though.

Outrage Shaman is one of the few cards with devotion (yes, it doesn’t technically have it) which isn’t too swingy. Thus, I’m not interested in that mechanic for its own sake, but I needed a red color themed uncommon, and this is a great fit.

6 mana is the highest acceptable cost for cards which support a theme. Rustmouth Ogre still is no great choice, but a superior replacement which fits in an uncommon slot and isn’t too similar to other cards in my pool is hard to come by.

Conquering Manticore is overall probably stronger than Shivan Dragon, but it isn’t quite as efficient at winnig a game on its own in short time, which is the problematic part. Also, the Dragon, while one of the most iconic Magic cards, isn’t that unique in my card pool, with Furnace Whelp and Shivan Hellkite doing similar things.

Magmatic Force is the most powerful 8-mana card in my pool. On one hand, that’s strange, since having the best fatty seems to belong into either the green or blue part of the color pie. On the other hand, it is kinda fair, since Red has probably the most trouble supporting a lategame strategy. I still wish there was a slightly weaker alternative, but the only other card in the right power band is Scourge of Kher Ridges, which is too similar to the (much better designed) Shivan Hellkite, and whose abilities effectively clean the board repeatedly, which isn’t a desirable feature.

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