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Sunday, July 23, 2017

Set Review: Commander 2013 – Red

August 27, 2014 by  
Filed under Review

Banefire

If you have to go, at least go out with an EXPLOSION!!!!!!!!

Hi and welcome back as we continue with Commander 2013 set review. We are almost at the middle with this series of article for Commander 2013. For today article we will look at the new Red cards added in this set. As with the previous reviews, we shall also look at each card in regard to their political, self value and also talk a little about how each might fare or impact in normal variant. So without further ado, let’s us begin, shall we?

 

Red:

There are 7 mono Red cards in the set as follows:-

 

Curse of Chaos

Curse of Chaos

  • The Red part of the Curse cycle of Commander 2013. This Curse creates a small Winds of Change effect which is becoming a staple in Red recently, cycling of cards in hand. Anyone who attacks the cursed player gets to discard a card and draw one after that. This is actually a very good discard outlet for reanimation style decks. Nothing is more frustrating for a reanimation deck than to have all the reanimation spells in your hand along with the Creature you want to reanimate. This Curse sets up the Creature in the graveyard for reanimation and also allows a card draw. Politically it also helps fellow reanimation decks and help players to cycle through their deck with unwanted card in hand.
  • As per its EDH purpose, this Curse could also serves as the discard outlet for reanimation decks, adding on to the other color choices of Blue and Black itself. The impact is not that big as the Curse requires Creatures to attack the cursed player to trigger its effect which many reanimation decks in normal variant actually lacks in the early stage before the big guns are reanimated.

 

From the Ashes

From the Ashes

  • An Armageddon for nonbasic Lands, this could prove devastating in EDH for multi-color decks. Nonbasic Lands are used extensively in EDH, especially multi-color decks in order to smooth out the colors. The ever famous ramp Land, Temple of the False God, is also a nonbasic Land. This is a good addition to mono Red EDH decks since it would affect the caster the least for he or she is playing basic Mountains with only a small percentage of nonbasic Lands. A good and rather hidden way to use From the Ashes might be to use it as a mana reset. As the basic Lands are put onto the battlefield untapped, you could tapped all the nonbasic Lands for mana and then cast From the Ashes and replace all the tapped nonbasic Lands with untapped basic Lands all ready for use for more mana.
  • More like a sideboard card for mono Red decks but there is already a spell, Ruination, which does similar things with much better effect. What Ruination has better than From the Ashes is that the former destroy nonbasic Lands but the later replaces them with basic Lands. But that “replacement” of nonbasic Lands with basic Lands might be used as a piece of combo, very much similar to how the spell Natural Balance was a part of the combo deck Prosperous Bloom or ProsBloom. There has yet to be any player attempting to create a combo deck with it though but there are quite a bit of potential here.

 

Sudden Demise

Sudden Demise

  • A good selective board sweeper by color. This had proven very effective with cards like Engineered Explosive; Gaze of Granite; Pernicious Deed; Powder Keg; Ratchet Bomb; Steel Hellkite; & Punishment of Crime // Punishment. All of the board sweepers destroy a range of targets by the cc. On the other hand Sudden Demise damages each Creature of the chosen color. It is a bit different from aforementioned board sweepers as you sort of hoses one color. It is however more similar to another Blue board sweeper, Wash Out, which bounces all permanents of the chosen color.
  • Quite a decent mass removal card. Aggro decks usually are of mono colors and consist of many weenies. However it is not that good if you are also running a weenie beatdown against a mirror match as Sudden Demise will also wipe out your army too. Recommended to be use as sideboard.

 

Tempt with Vengeance

Tempt with Vengeance

 

  • The Red part of the Tempting Offer cycle. An instant army creator, this Tempt spell provides you with en mass amount of 1/1s to kill your opponents with. With some politics, you could takes out the nemesis of the game, since anyone who decides to takes up the offer will give you X more Elemental tokens. The “public enemy” could takes up the offer and gets enough blockers to block out your army but he or she cannot block the rest of the tokens provided after he or she took your offer. If the other players take the offer, then they could also attack the nemesis with their tokens as well since the tokens do not die or exile themselves, they are available to attack when the turn comes by. Deadly combination with Purphoros, God of the Forge, though no one would probably take up the offer if the God is on the battlefield.
  • The scenario is pretty much the same in Legacy. The opponent is probably not going to take the offer leaving you with just X tokens.

 

Terra Ravager

Terra Ravager

  • In the past, we usually consider a Creature is effective if it has a power of 4 or above with 4cc. Those said Creatures will be even better if they have toughness of 4 or above, allowing them to survive Lightning Bolt. For these reasons, Terra Ravager fits the bill. Ramping is very common in EDH. As a mid to late game play, Terra Ravager will be a threat as it hits the battlefield. After all, EDH is a format where high cc bomb spells get play, and to cast them you will need mana. Lands are the safer way followed by Artifact mana sources.
  • Terra Ravager actually falls short in Legacy due to the fact that most Legacy decks do not need a lot of Lands to operate. On one hand it seems to be quite powerful for a Creature to have its power depending on the defending player’s Lands, but Legacy is a format where fast and furious kills is common. The Legacy Dredge deck doesn’t even need much or could even operate on no Lands at all to win. The famous Goblin Charbelcher also needs very little Lands to operate. There is even a deck which has totally no Lands at all.

 

Widespread Panic

Widespread Panic

  • Because tutors are abundant in EDH, this Enchantment can prove very problematic for players who search their libraries a lot. All tutors abilities and spells shuffle the library after searching, so this Enchantment makes every direct tutors (search effects which put the searched cards directly into the hand) into Gamble and delay all the mini tutors (search effects which put the searched cards on top of the library top instead of the hand). Fetchlands are also used extensively in EDH, so much so that even the Panoramas are used. I believe this Enchantment is created due to that fact. . Definitely a good add if your play group fancy tutors. Also due to the fact the effect is trigger by shuffling library and not searching cards, this Enchantment can be combo with cards which forced shuffle and slowly depletes a player’s hand. Kinda of a weird way to screw with your opponents
Boggart Forager / Lantern of Insight / Soldier of Fortune Force a player to shuffles his or her library.
Ghost Quarter Destroy a Land and put a card from the controller hand to the library top.
Grinning Totem Steal an opponent’s card and put a card from his or her hand on top of his or her library top.
Jester’s Cap Exile three threats and put a card from his or her hand on top of his or her library top.
Jester’s Mask Screws an opponent’s hand and lessen that hand by one more at the end of it.

 

  • This Enchantment may prove very useful in Legacy too since tutors are also use a lot in the format, especially Fetchlands. The cc of the Enchantment is also quite low to allow the Enchantment to hit the battlefield early to make an impact. Not a must play but a good add.

 

Witch Hunt

Witch Hunt

  • This Enchantment reminds me of another Enchantment, Measure of Wickedness, which does almost the same thing. The only difference is that Witch Hunt stays on while Measure of Wickedness is a one shot. An added effect, and probably the reasoning behind Witch Hunt increase cc compared to Measure of Wickedness, is that Witch Hunt also prevents life gain to all. This speeds the game up a lot as Life gain always prolong the game. And unlike Measure of Wickedness which is one shot, Witch Hunt goes around the table randomly at the end step and damage the controller at the upkeep. It is to be noted though that if a player somehow manages to find a way to gain Hexproof or Shroud, then he or she is safe from Witch Hunt. Also Witch Hunt is damage base. It could be totally nullified by finding ways to prevent damage (Circle of Protection: Red).
  • Witch Hunt doesn’t really plays well in normal variant here. A lot of set up is needed in order to make it really works; making yourself untargetable by Witch Hunt; ways to prevent the damage dealt by it. Otherwise Witch Hunt would just be a constant damage source going back and fore between your opponent and you. In this regard, Measure of Wickedness is a much better choice then.

 

And with that we shall end it here for the Red cards. Do leave a comment of what you think of any card otherwise; or if I had missed out some interesting ways which you had found to use them, do share it with us for multiple heads is always better than one. The review of the rest of mono color of the set shall follow up soon. Till then…..

 

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

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