This entry is part 25 of 37 in the series Generally Speaking

By Imshan AKA Sinis

For those of you who don’t know me personally, I haven’t actually been playing Magic for very long.  I originally played between Revised and Alliances, catching a bit of Mirage before boxing up my cards and moving on to other things.  Back then, cards were different than they are now; playing with modern cards, new frame aside, is like playing a different game because of the complexity in rules as well as the cards themselves.  When I started playing again, I bought a lot of singles from the sets that I passed over to fill out my decks.  Innistrad block is the first group of sets that I have extensively played with since 1997.

One of the things that has changed is how each of the colours work; in the time that I did not play, each of the colours managed to get options that were previously unavailable.  Card draw found its way into green and black, and different sorts of removal became the province of different colours.  Except for red.  Red has remained as stagnant as ever, and has not improved a whit since 1997.

Back in ‘97, red played the direct damage game, and destroyed artifacts and lands.  Arguably, that’s all red ever did.  The creatures were not especially efficient, and the concept that red would be the ‘dragon’ colour was still in its infancy with only a handful of dragons in print.  The core tenets of chaos, destruction, and short-term gain at the expense of the long-term were all in place.  When I read the Red Colour Pie article by Mark Rosewater, I saw that red was perhaps the best defined colour from the beginning.

Of course, it was a tad embarrassing that Disenchant had been printed alongside Shatter for all of my initial play experience, but there was Detonate, Shatterstorm and more fancy ways of destroying artifacts available to red as time went on.  Shatter was at least better than Crumble, and certainly better than Phyrexian Tribute.

On the land-destruction front, Sinkhole and Ice Storm were not reprinted after Unlimited.  There were more targeted land destruction cards printed in Ice Age (Icequake and Thermokarst), and again in Mirage and Visions (Choking Sands and Creeping Mold), but these cards demanded some kind of colour commitment, and red generally still ran the show with Stone Rain and Pillage. Creeping Mold was especially irksome because it was the first card that could target three different card types, but you payed for it in the then-high mana cost.  Creeping Mold was also the first pinpoint enchantment destruction green had.

When I returned to Magic in 2011, I didn’t pay these things too much mind.  It wasn’t until Innistrad block that I really noticed something was amiss: Bramblecrush and Demolish were both printed in Innistrad block, and I think their presence together is indicative of something seriously wrong with red’s capabilities.  My question is, who decided that green destruction cards would be simply better than red ones?  I understand that Creeping Mold was an extremely versatile removal spell when it was printed, but it’s contender was Pillage, which was a more red-intensive Stone Rain.

There are a couple of things to consider when comparing Bramblecrush to Demolish, if you think it analogous to Creeping Mold (or other Ice Age/Mirage-era land destruction cards) and Pillage.  The first issue is that Mana fixing in the modern environment is leagues ahead of what it was in ‘97.  Casting Pillage usually meant you were in mono-red; the only ‘dual lands’ available were Ice Age pain lands or depletion lands.  There were no fetches until Mirage, and they operated much like Evolving Wilds, where there was a delay in the land’s use.  The delay on Mirage fetches and depletion lands was more of a serious issue back then; weenie decks were all the rage for a very long time, and something with a converted mana cost of four had to be a finisher, or otherwise be devastating.  Partly, this is why Creeping Mold got something of a free pass; in those days, it would have certainly been a tempo loss to destroy your opponent’s offensive permanent, and it was not usually worth it because four mana was basically a late-game turn.

The point of this is that Pillage and Creeping Mold were commitments back then; the double-coloured mana requirement meant a lot more and usually required a mono-colour deck if you wanted to cast it early and consistently.  I say with no reservations that Bramblecrush is easier to cast – both in terms of mana fixing, and in terms of the game’s pace – in today’s Standard than Creeping Mold was in it’s respective era.  Again, I ask, who decided that green destruction cards would be better than red ones?  Recall the red Colour Pie article by Rosewater: one of red’s top portfolio’s is destruction.  If you take a quick peek at the Green Colour Pie article, you’ll note that green’s destruction is reserved for the unnatural things (though it is unclear how all lands, including basic ones, and planeswalkers are unnatural).  Now, there are some factors that I can understand that ended up making Bramblecrush better than Demolish.  I can understand that the developers at Wizards do not like land destruction as a thing that could be carried out with regularity, which explains why Demolish costs four mana, and is not simply a reprint of Pillage.  Second, I can see why red does not destroy enchantments; that wasn’t something that was ever in the province of red, even if the Rosewater article gives the rather flimsy excuse that “Enchantments aren’t tangible, thus red doesn’t know how to blow them up.”.  I thought we were all wizards, here.  But, if red doesn’t know how to blow them up, surely the actual creation of enchantments is even more baffling.  Whatever, I digress.

Why does Bramblecrush destroy lands and planeswalkers, and why doesn’t Demolish destroy planeswalkers (aside from the fact that it’s a reprint)?  I understand if there is a desire to print a modern Creeping Mold, but there comes a point when the card is treading on the toes of other colours.  Rain of Thorns is a perfect solution for advanced removal, where there is flexibility and power for a premium cost rather than cheap, versatile removal.  Demolish, on the other hand, needed to be a new card rather than a reprint.  If it’s going to cost four, maybe it should also have a ‘both’ mode, like Rain of Thorns.  Or perhaps it should destroy planeswalkers.  Perhaps it could be a cantrip.  This is exactly how red has fallen behind: Demolish is a ghastly reprint meant to meet modern restrictions, but is unable to compete with new cards in the same block.  I’ll understand if they don’t want to reprint Pillage, but reprinting Demolish next to Bramblecrush is nigh unforgivable.

The second thing I’ve noticed is the failure for red to receive significant new mechanics, or for there to be reasonable expansion upon old ones.  Innistrad block saw red get Looting, as a mechanic.  Sadly, it seems like it was at the end of the line after the other colours got their fill, and red received little attention. Black saw massive expansion on its life-for-draw profile with Bloodgift Demon and Griselbrand, while white saw a ton more ‘no you may not’ rules cards, like Angel of Jubilation, Stony Silence, Nevermore and Curse of Exhaustion.  And so on.  These cards all fit in their respective colour pie breakdowns, like black’s general life-for-power vibe, and white’s need for order, especially in the form of ‘rules’.  But red saw another draw-seven in the form of Reforge the Soul, a couple of copy effects like Increasing Vengeance, some anti-block Panic effects, and a handful of looting effects.  While this might seem like a longer list, it really isn’t; there are so few cards that expanded on these themes, and so few of them were good (Malicious Intent, your malice is incompetent).

Here is the missed opportunity: the newly-dubbed Fight mechanic.  Here are the cards whose disparity leaps out at me the most:

While I have at least some understanding about the direction of the game and colour portfolios when comparing Bramblecrush and Demolish and can see how these may have been lost in the shuffle especially with Demolish being a reprint, there is no excuse for the debacle displayed above.  Now, for you sticklers out there, it is true that Prey Upon is not strictly better than Blood Feud.  It is distinctly possible that you could have two of your opponent’s creatures fight each other, and there is a possibility that they both will die as a result.  But, this is unlikely; it is infrequent that the two creatures you wish to eliminate will have favourable power and toughness to create a two-for-one scenario, unless you are willing to kill two insignificant creatures, which tend to be closer in power and toughness.  In fact, when spending six mana on removal, you would generally want to kill their largest creature, which Blood Feud precludes if you target two of theirs.  Prey Upon requires your creature to fight one of the enemy, rather than giving the option of the rare or insignificant two-for-one.  So Prey Upon is not strictly better than Blood Feud.

More seriously, for all intents and purposes, Prey Upon is a decently playable card and Blood Feud won’t make the cut in a draft deck if you were unlucky enough for it to land on you as the last pick of a pack.  Recall, again, the articles about the provinces of red and green.  You could make vague notions about natural order, predators and prey, and creatures hunting one another to justify Prey Upon.  On the other hand, the word “Fighting” literally appears in the things red cares about in Rosewater’s article.  That means that “Fighting” should be red’s thing, and the mana costs of these cards should be reversed.  Green could afford it anyway.  Moreover, it makes sense from red’s themes and goals: the article goes on at length that red resorts to ‘physical answers’, and the path of least resistance to its desires.  What could be more physical and direct than actual fighting?

To make matters worse, red has historically had a near-monopoly on fighting cards.  While Arena was a colourless land originally printed before I started playing, its Magus counterpart from Time Spiral block, Magus of the Arena, was red.  Shortly after the Magus was printed, Morningtide saw Rivals’ Duel which should have cemented red’s relationship with the mechanic of basic brawling.  Yet, Prey Upon throws all of this off the mountain.  One mana to fight, in a colour known for its corpulent creatures.  To make this worse, green also received an announcer for its fights: Ulvenwald Tracker allows you to repeatedly pit your creatures against others at instant speed for a very low cost.

While fight is hardly a major mechanic, it definitely surprises me that green should get the real goodies while red should be left in the cold.  Perhaps I’m bitter about Fight in particular because I have enjoyed using Arena for so long.  The least they could have done is reprint Rivals’ Duel instead of printing Blood Feud; after all, there is a fair amount of thematic tribal action going on in Innistrad block with the Zombies, Vampires, Angels, Demons and Humans, and Rivals’ Duel is vaguely tribally oriented.  No, instead, they reprinted Demolish in that slot.

Whenever I hear a podcast or an interview, the rumour is that development at Wizards is looking at ways to give red some goodies that aren’t land destruction.  The truth of the matter is, the bed they’ve made for red is pretty narrow; red gets to burn creatures and players, and destroy artifacts.  Also, red destroys lands, but not too easily because land destruction apparently shouldn’t be a thing since it drives new players away.  I think there needs to be more direction in the destruction angle, especially for planeswalkers.  There is apparently ground being made on it in Return to Ravnica.  More than anything, I think that the folks over at Wizards of the Coast need to stop throwing things like Strangleroot Geist, powerful destruction cards, and mechanics like Fight in green.

Leave me feedback by email at: ipoolar@hotmail.com
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  • Devin

    This is an EXCELLENT analysis and write-up about the shortcomings of red. Very well argued, especially the side-by-side comparisons of cards from the same block. I don’t understand Wizards’ attitude toward red, because I feel like it’s a color with such unexplored depth and possibility. There are so many things you can do with a color conceptually based in mountains, stone, fire. Maybe you could armor up permanents or recreate artifacts? If red has the power to destroy them, red should also have the power to forge them, in my opinion. This is one of the common lines of association between red and blue and why they work so well together. I think red could also have a conceptual suite of counterspells, which instead of making people pay X make them pay in damage. You want to cast that? You’re going to feel the heat. Cast it through a ball of fire!

    Long story short, as you identified here, Wizards seem at times to be intentionally neglecting the color. I really wish there was a way to get this argument to Wizards, and I sincerely hope you consider writing them an e-mail with a link to this or posting the link to Maro’s Twitter account.

    • http://twitter.com/generalspeak Imshan Poolar

      Once upon a time, red did offer counterspell-or-damage effects. In Invasion, there was Mages’ Contest, which had a life bidding mechanic which pitted the red caster’s desire to shut down a spell against the another caster’s desire to see it through. Again in Odyssey, Molten Influence threatened a stock four damage for two mana unless the victim gave up on a Sorcery or Instant they were casting. If Fireblast was in the environment with those cards, it would have been very interesting to see how low players would be willing to go.

      As for mentioning it to MaRo, well, maybe. Will he take it to heart? We’ll see if he reads it.

      • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

        MaRo claims to read everything sent to him. Considering the number of as he answers on his tumblr, he certainly gets close. But he is also quite adamant about reds slice of the color pie not including echantment removal (or destroy creature effects, which is probably why fight is less in red than green), so while he may read it, im not sure it’d matter. Best to contact someone else as well, since we know from the printing of Beast Within, Hornet Sting, and Chaos Warp, and probably Wild Swing and Capricious Efreet, that majority does rule in R&D.

    • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

      I hope to see equipment-matters move into Red. Sure, white is the army color, but it is about community, not the individual, whereas red is about the single person more (as is black), and, as you mentioned, makes more sense as the Stoneforging color than white. I wouldn’t mind seeing punnisher effects brought back, which sre the red style counters youre talking about (being more like Browbeat than Mana Leak in my opinion).

  • http://twitter.com/GUDoug Judson Gruber

    Red has been getting bigger and better “board sweepers” as of late with cards like Chain Reaction and Blasphemous act. That is always a positive. Hoarding Dragon was another fine card as well adding a new trick to red’s arsenal. That being said a lot of red has been stagnant and hobbled for some time.

    • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

      I agree with the mass damage effects being good (dont forget about Disaster Radius, the Red Plague Wind like effect). Red looting is a sign of good things to come, as R&D has shown that they thought Green and Red needed more; they certainly fixed Green, and trying to figure out the power of Reds looting (it might be more powerful in the future now, as I think they were overly cautious in Innistrad) shows they want to fix that issue too. Hoarding Dragon is indeed a good change. I’ve said before here that I feel equipment fits better in Red, the color of fire and thus forging but also beating with angry dudes, than it does in White, the color of community – not one individual hoarding a ton of weapons. White had anthems already, so it wouldn’t lose out that much if it became tertiary in equipment (Blue is #1 in artifacts for its science and artificial improvement of creatures as opposed to Greens +1/+1 counter natural evolution of them, so Red would have to be #2 in artifacts/equipment). And I also think Red should get more punnisher effects like Browbeat, and these could be used in addition to randomness like Chaos Warp / Capricious Efreet to bring enchantment and planeswalker destruction to Red.

  • http://www.facebook.com/profile.php?id=50300736 Shawn Hudson

    Hot damn, this article really cemented for me what I’ve been feeling for quite some time. Even after reading the run-downs on the Izzet Guild via Wizards’ page, it just seems to me that all of the employees with a say simply think of red as the “blow shit up” color. “Blue’s all about planning and thinking, but red’s going to blow everything to smithereens!”

    At least red’s been getting chaotic card-draw as of late with things like Tibalt, Desperate Ravings and such. I think the biggest pitfall with this new mentality is that red and blue have been combined in the last two blocks in many ways. Whereas blue can function on its own, though, soon many of the new good cards for red will also be blue ones.

    • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

      Rosewater has mentioned that Red is the color of passion. In a game about duels, this often means anger. But red is also creative, so I agree with others that more artifact-based love in red should appear. Red, not White, should be heavily into equipment, as white is about community -groups – not individuals. But red is also about love… So R&D needs to find out how to depict that in cards. I think Red should be secondary to White in group hugish cards to flavor love (Whites, again, being about community). And then Red and Black should get colorful answers to enchantments; Red has punnisher effects from before, like Browbeat, that could work here, or temporary stealing effects could also fit the bill – stealing the Rune-Tails essence before you cast your Blasphemous Act is almost as good as outright destroying it, and is in flavor for Red.

  • http://twitter.com/conorpodonnell Conor O’Donnell

    Don’t forget about Tahngarth, Talruum Hero. Probably the only red creature with vigliance. It fits the bill with the ulvenwald tracker. Not sure if that would be strictly better. Blood Fued was particularly bad in draft since it was in such an aggressive format. Don’t think I ever cast it.

  • http://twitter.com/BlueRam1409 William Hernandez

    Remember, part of the blame goes to development just needing to fill holes with answers. While fight is secondary in red, red already has burn for its creature removal. Green has been sorely lacking in any sort of creature removal for over a decade, and it took them that long to figure out a way to give it removal that made sense flavor-wise. Red getting anything new is going to take at least that long.

    Another part is that red’s not SUPPOSED to get a lot of new tricks over time. Maro’s also stated that part of red’s identity is that it’s bull-headed and uses the same tactics over and over. The article you bring up isn’t dated per se, but it is somewhat old by design/development timelines. What the colors can do is continually getting refined. Remember, player input now won’t be seen for another 2-3 years at least.

    As for red’s part of fighting, it makes sense secondarily, but red’s always been a spell color rather than a creature color. Fighting requires big creatures to be effective, which is what green’s all about. Red mages are better known for using small, quick creatures and massive amounts of burn spells to get the job done. It’s brute force, yes, but it’s the light-weight boxer who either goes for quick jabs if he’s clever, or charges head-first against a heavy weight that he has no chance against if he’s as dumb as the rock he’s about to throw.

    • http://twitter.com/generalspeak Imshan Poolar

      I have to disagree. Green is not supposed to have creature removal, just like red isn’t supposed to deal in enchantments. This is about green getting everything in the colour pie, and red getting nothing. I don’t buy that we shouldn’t expect snything for red in 2-3 years. Why would R&D work on some colours, but not others?

      As for red having big creatures vs. light-weight boxers, dragons are red’s thing. It doesn’t seem unreasonable for a dragon to go find a thing that causes it problems, and then eat/burn/crush it.

      Finally, if red ‘is not supposed to get new tricks’, that’s just a giant failure of game design, and a roundabout way of justifying never printing more red cards ever. The colour has a role, and if some get weaker (i.e. land destruction) they really ought to get new ones or improved others..

      • http://twitter.com/BlueRam1409 William Hernandez

        Green isn’t supposed to have straight-up creature removal. Beast Within breaks the color pie, but fighting is an effect that makes sense because it requires you to have creatures to work, which is green’s forte. If you’re creature isn’t big enough, you lose your guy too. If it’s too small, you lose it completely without accomplishing anything. You need to have bigger creatures than the other guy in order to make fight work in your advantage, and only green has the frequency of big creatures to do that.

        Green DOESN’T get everything in the color pie, by far. Does it get a lot? Certainly, but I would argue that it gets more of the more obvious things. It has some forms of draw, artifact/enchantment destruction (and apparently lands too), ramp, and some combat tricks.

        But it doesn’t have looting, counter spells, bounce effects, pay life, small but quick combat tricks, non-tribal anthems, or burn, off of the top of my head. I also believe that burn gets overlooked a lot to red’s credit because it’s so easy to lump in the various damage targets that it affects. Yes, it’s something that red’s been showing off for decades now, but it’s exclusive to red and actually covers more than most people give it credit for.

        Dragons are a thing, yes. But they’re also at rare, more often than not. If you’re going to make fight a strong theme in red, then you need the creatures to support it, which red doesn’t get too much of at common, and as I’ve said before, green DOES get those types of beasties at common. Besides of which, why would dragons fight when they can just torch their enemies from a distance? I’m not saying there can’t be dragons that fight, but dragons already have a built-in way to deal with things.

        I never said that red’s supposed to NEVER get new tricks, just that its not supposed to get a lot of them as quickly and that’s by design. Green is about growth, and blue is about knowledge. They both learn and evolve more quickly than the other three colors. Red doesn’t need as many new things to do because it likes to stick to what it knows how to do best: blow stuff up, burn stuff, be fast and aggressive. Sure, you can chalk this up as a weakness for the color, but that’s part of what makes the game interesting. Red’s not as broad as any other color, but it’s pretty damn good at what it DOES do.

        • http://twitter.com/generalspeak Imshan Poolar

          You either do not grasp the argument, or lack an understanding of game design. I’ll put it simply:

          Green is not supposed to have creature removal. At all. Ever. Beast Within is a flagrant mistake, and Desert Twister comes from an era when *nobody* understood game design in the context of CCGs. The fact that Prey Upon is parasitic on one of green’s strengths is immaterial, green is not supposed to have functional creature removal, full stop. It would be like saying that red should have cards that destroy enchantments on the fifth turn or later, because by then ‘they should have figured it out’ (if you can’t tell, red destroying enchantments is also not acceptable).

          Why are these things the case? Because that’s what is included in good game design. They differentiate the colours, and make meaningful the choice you have to make when you decide to play green, or red, or whatever. Unless a colour gets most of the mechanics available, and then you might as well play that colour (splashing others as necessary) unless you’re highly interested in losing.

          Yet, in the last few sets, green has gotten creatures with haste, indestructibility, and vigilance; creature removal, and card draw, and all of it high quality. Red has gotten looting, and terrible expansions on old territory.

          The fact that green does not have a huge number of other things (like counterspells) is beside the point. Green is not supposed to have those things. Ever. Those mechanics are around to make other colours interesting. That’s why green does not, and should not, have burn. Further, the idea that blue and green should get mechanics more often than other colours because they carry the themes of knowledge and growth, respectively, also displays an ignorance of game design. The colours should be equally interesting to play. Otherwise you have two options, and three non-options down the road. It’s very simple.

          Finally, Red isn’t ‘supposed to be weak’, as you put it. Otherwise, it’d be unappealing to play, and that sounds like a crummy deal for everyone. And red does not ‘do what it does best’; this article is literally about how green ‘blows stuff up’ better than red.

          I’m not sure how I can further point out how misguided you sound, here. Take a look at competitive formats, and count how often red cards get included. Look at legacy. People play 4 lightning bolt, but that’s pretty much it, unless it’s dedicated burn (which is not terribly competitive as I understand it). Red has been over a barrel for a long time, and it would be remarkably shitty of wizards to have done it intentionally, with the unbelievably awful excuse that ‘red wasn’t into getting better at what it does or finding new tricks as much as blue or green’.

          • http://www.facebook.com/profile.php?id=581761807 Travis Miyashiro

            You make an argument – “Green should not have creature removal” – that actually doesn’t have historical basis, either. This was NEVER true. Green has always had creature removal of some kind, it just wasn’t Terminate. Hurricane, for example, is clearly creature removal, as it makes creatures suffer damage. Wing Snare and Plummet have been Green effects for years. In fact, Green has been able to hurt fliers forever. And if you want to go even deeper, every green combat trick ever could be used equally as well as a creature removal spell.

            Not having creature removal period just makes your color less useful or interesting in Limited. You make a judgment claim here in stating this. Judgment claims are not a good basis upon which to make an argument. While your arguments about how Red cards are less powerful than Green ones is viable, this one is lost on me.

            Prey Upon is Green removal that makes sense. The reason Green didn’t have removal is that giving them Doom Blade actually wouldn’t have made any sense because they don’t get no-strings-attached removal. Red too doesn’t get no-strings-attached creature removal: like Prey Upon, Red’s removal has limits. It just has much fewer limits than Prey Upon does, which actually makes it BETTER in many cases. Fight as Green’s removal DOES differentiate it from Searing Spear and such as Red’s removal because Green needs CREATURES. Big creatures are what Green is about more so than the other colors, so it makes sense that their removal would require creatures, too. It does differentiate the colors, not by banning them from doing things but by having them do things their own way.

            The reason that Red can’t answer enchantments is that we haven’t found a way that actually feels Red to do it. Chaos Warp is the closest, and look at how awesome that card was, but there are some flavor issues with it (transforming things into other things is usually Blue and that’s what usually happens with Chaos Warp).

            In terms of fight history, Green has had Tracker from the Dark and Gargantuan Gorilla from Ice Age, and a Tracker reference in Time Spiral in the form of Durkwood Tracker. So the history there is present in both colors.

            Blood Feud is actually quite a playable card. It is worse than Prey Upon, but it is playable in Innistrad Block limited and you are not sad to pick one 5-8th. I think you wanted a better example.

            Also, Red HAS gotten new things. Red never had access to any form of card selection before, but now you have looting effects which are actually incredibly powerful for red decks looking to do something other than burn your face off or beat you down with dudes. Additionally, the fact is that burn spells are incredibly, ridiculously flexible. There’s a big difference between Lava Axe and Chandra’s Fury, Searing Spear and Flame Rift and Price of Progress, etc. Perhaps the level has gone down, but it wasn’t that long ago that we had Lightning Bolt in a core set.

          • http://twitter.com/generalspeak Imshan Poolar

            @facebook-581761807:disqus: I’ll cede that green has always had flying creature hate, well into the modern era. I certainly do not think that green should be able to deal with ground creatures with ease (and, let’s face it, Prey Upon is easy). I do take issue with many of your other arguments, though.

            First, you call my claim that green should not have creature removal a value judgment. Yet, on the other side of the coin, that green SHOULD have creature removal is also a value judgment. You then go on to state the values behind that judgment, such as making Limited more interesting. As such, we are on equal footing and your argument does not invalidate mine, though I would like to point out that the values I outlined for my point of view are more broad than yours (i.e. colour differentiation across all formats, not just a view of Limited).

            Second, yeah, Prey Upon makes sense. You’ll not get an argument here. But that doesn’t mean we should print everything that “makes sense”. We wouldn’t want to print a spell called “Incendiary Divination” which costs R, and draws three cards at instant speed. Yeah, there’s lots of trope basis for it, but it’s still not a good idea. Similarly, I charge Prey Upon with not being a good idea, simply for the values I laid out in my judgment.

            As for fight being historically green, you’re right here. However, I think it’s pretty safe to say that none of the cards you mentioned were strong. Moreover, red has more recently been put into Fight. This article is about the failure to throw red a bone, when green has been getting the realest shit for a long time, set after set.

            As for red’s new things, it has generally gotten weaker. Yeah, Bonfire is good (like, ‘hot damn’ good). But, really, nearly every other burn card has been awful. Looting is good, but the only noteworthy one is Faithless Looting (though, Mad Prophet was money in Limited, especially if you drafted a lot of Miracles). The other cards were closer to Wheel of Fortune effects.

            At any rate, this has blown far out of proportion to the thing which I initially intended to respond to: William’s idea that red isn’t supposed to get new mechanics, certainly not as fast as green or blue. There’s another value judgment, I suppose, but surely there are some values folks can agree on.

          • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

            Green having creature removal and card draw is better for the game. But then again, so is giving Red enchantment and planeswalker removal (including switching Disenchant effects from Green and White to Green and Red) and looting is better for the game. I feel each color should be able to answer anything, and have inherent weaknesses otherwise. E.g., whites removal can get answered, greens requires crestures of its own, etc. Saying that Red and Black cant ever get something back from an O-ring (in muliltiplayer, if you kill the player the return trigger doesn’t resolve) defeats the purpose of whites answers having answers in nearly half the color pie.

          • http://twitter.com/BlueRam1409 William Hernandez

            @facebook-21725844:disqus First of all, no. Just…no. No one color should be able to answer everything. Green might have some good stuff going for it, but it should never have a way to interact with spells on the stack that prevent big plays from happening. White gets answers to everything because it doesn’t want to kill outside of either battle (army tactics), self-defense (cards that target attacking or blocking creatures), or spells that have the potential to sacrifice your own tropes for the greater good of wiping out your enemies too (wrath effects). Black not being able to deal with the enchantments that white uses is logical, because there’s a long history of good ‘sealing the evil’ away, only for someone ELSE to release the seal and spread evil once again (note: white and black do not necessarily represent good and evil, with the exception of Innistrad, but the influence is there).

            Red has it’s problem of not being able to blow up anything that’s not physically there, blue is able to counter the enchantments as it’s cast, and green purifies the unnatural as enchantment removal is secondary to green.

            @twitter-362532284:disqus I can never claim to be an expert, but I DO like to think that the past year and a half I’ve spent studying Maro’s columns about Magic design/color philosophy gives me some credentials to defend the parameters he explains and sets up for Magic as WoTC’s only accredited color pie guru.

            You admit that ‘fight’ makes sense in green, but that it shouldn’t have pure creature removal. By virtue of requiring a hoop to jump through (not that having a creature in play is much of a hoop for green, it is a hoop nonetheless), it is NOT pure creature removal, nor is it easy at that. Fighting still weakens your creature, and will probably discourage you from attacking with that creature that same turn if you opponent still has blockers. Use it on one of your creatures that’s big enough to kill your opponent’s creatures but small enough to die too isn’t a situation you want to be in since you just get 2-for-1′d. It’s not like Doom Blade where the spell is “all upside” if you have a legal target to use it on.

            As for green getting the new mechanic first, that’s false. A quick search on magiccards.info shows that “Magus of the Arena” was actually the first colored card to have what would eventually be the keyword ‘fight’. Before that, there were lands, one of which required a ‘R’ and a ‘G’ mana to activate. The other had a colorless cost. Even then, “Rivals’ Duel” was a card when Morningtide came out, meaning that green was playing catch up to red when Innistrad came out.

            Moreover, of the cards that have been released so far, it would seem that both green and red have the SAME amount of mono-colored cards with the keyword fight, BUT Nightfall Predator requires a red mana to use that ability. Furthermore, as of this posting, only one card from R2R uses ‘fight’, and it happens to be red. Clearly, WoTC was a few steps ahead of both of us, because red’s getting a little more than we thought.

            At this point I can freely admit that I was wrong to see ‘fight’ as secondary in red, since it seems to be picking up speed as of late with the latest sorcery (although I reserve the right to judge until either a larger sample pool is availble, or I get a word of god ruling from Maro). I will also admit that red has plenty of beefier creatures than I originally gave it credit for, which could have been remedied with a quick card search. But it just goes to show that new mechanics take time to adjust properly to find their homes and what works.

            At no time though, did I EVER say red was weak. I claimed it had weaker creatures, which I was blatantly wrong on (and, in fact, has the least amount of creatures with power 2 or less), but at no point did I say the color itself was weak.

            Color bleed at rarity is also a thing. Cards like Vorapede can bleed keywords because of how rare they are, as well as their relation to the other colors given the flavor of the set. Even Strangleroot geist is allowed a little bleed due to how mana-intensive it is and its uncommon rarity.

            Maro does a much better job of explaining mechanical ‘color bleed’ than I ever could in this article: http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/mm/147 Essentially, though, things like green getting creature removal in a way that makes sense is essential to keeping the game evolving and interesting. The “Incendiary Ritual” card you bring up doesn’t make sense because red isn’t a color advantage color with it’s “burn it all now” mentality, in contrast to wheel effects that say ‘I don’t like what I have, so I’ll get rid of it and hope I get something better’. I don’t understand what you meant when you said that red should “be able to figure it out” in regards to enchantment destruction. Of course green’s never going to get counterspells, because philosophically, green is about might and physical strength rather than the power that knowledge brings. Fight, by that same contrast still fits in green because it accentuates the ‘might is right’ mentality that green possess.

            In regards to what you feel is “bad game design” on my part, I say is “good game design” on the part of the color wheel. Each color is personified and different people like different things. Not everyone WANTS to do a whole bunch of different things. People who are true to the nature of red are perfectly happy doing what red does best: beating face and blowing stuff up. Yes, you have plenty of players that beg WoTC to give red counter spells and enchantment removal so they can play mono-red without problems, but you get that with anybody who has a deep passion for their favorite color.

            Red is simple. Either you win fast, or you don’t win at all. Why would it need other new stuff when the new stuff doesn’t facilitate that philosophy? Fight is getting there, yes, but as more cards come out it’ll become clear that it’s being done in a way that falls in line with red’s motives, with cards like Blood Feud being the exception rather than the rule.

          • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

            I chose my words poorly. I didn’t really mean each color should have answers to everything because I agree that Green shouldn’t be able to interact with the stack as much and I don’t feel White needs counterspells. But I do feel all colors should be able to answer the card types and have good card draw. R&D has worked on card draw and creature removal in Green and is working on card draw in Red, but White is quite behind here. There are also answers to enchantments that fit in Red and Black thematically; flavor-wise Red has the intangible argument which is understandable, but I’ve yet to hear MaRk adequately explainc Black’s inability to interact with them other than through discard, and find your explanation more or a poor excuse after the fact that a decent flavor basis for it. For instance, more permanent (and not just creature) stealing in Red like with Zealous Conscripts works as temporary measures to take out an important enchantment before an alpha strike, which is very Red and something it can already do. MaRk’s admitted on his tumblr that punnisher effects could give Red enchantment removal and be within the color pie. Black could get more discard and library exile effects that either don’t specify the cardtype or include enchantments. I feel that un-color removal and card draw is imperative to a balanced color pie. Note that I prefer White and love enchantments, yet feel Red and Black should have answers to my Oring – and in multiplayer, if removing me from the game actually gave them back what I exiled (it doesn’t, as the leaves-play trigger on Oring fizzles because the trigger’s controller is no longer in the game) I wouldn’t mind as much. But MaRo will often say that defeating that player is those colors’ answer to enchantments like Oring, but that just doesn’t work.

  • Brian

    Great article. Over that last few years every other color has been powercreeped (or brought up to par, whatever) to hell and back… except for Red. It got Lightning Bolt back and… that’s it. People began to notice it as well. Faithless Looting is a great card. As is Past in Flames. But these haven’t made that large of an impact on most formats. The problem is they can’t print better Red burn spells than Lightning Bolt or reprint old broken ones like Fireblast or PoP.

    They obviously won’t print good LD for Red. Most of the card draw spells aren’t even very good. You only need look at Rummaging Goblin vs Merfolk Looter. I agree with the idea that they have a terrible design philosophy where Red is only “herp derp smash”. Nothing clever.

    There are so many tropes that they could put to use and alter there disastrous philosophy like the raging berserker trope. The guy that is a mindless killing machine but is very hard or impossible to stop. When they make berserker-esque cards for Red they always terrible unplayable 1 toughness trash. All of Red’s creatures have to be terrible fragile pieces of crap unless they’re dragons. Then they can cost 100 mana.

    I have a couple of ideas. Why not, say in some random set that’s only Legacy/Vintage legal they print color shifted cards that should be primarily in Red or secondarily in Red. Red should have gotten Sinkhole so just making it RR and keeping it the same may make a RDW style deck in Legacy playable. How about a colorshifted Force of Will? Red is a color with a high number of spells as well as the color with most number of counterspells after Blue, I think. Damn man, I’ll take anything at this point. Red needs some love to stay competitive. Hell, it’s rarely good in Standard.

    Man, and that’s not even bringing up it’s unique problems in Commander. Sheeeeeeeeeeeeit.

  • http://www.facebook.com/allister.m.blossfeld Allister Michael Dodgson Bloss

    By itself Red really has gotten shafted now that you mention it. I remember not long ago in the Zendikar block burn was a thing. Now I’m pretty sure even that won’t work. Red is weak and predictable. At least red is getting newer cards that help it in edh. This Thread started by a Mtgsalvation Member lists lots of good cards that can help mono red decks. http://forums.mtgsalvation.com/showthread.php?t=428949

  • http://www.facebook.com/profile.php?id=21725844 Joe Scharphorn

    I agree that Red deserves more to it, but Green needed fight more to up its removal. Now the colors are balanced with removal. Hopefully R&D will find more card draw other than looting for Red, and then they need to find White’s card drawing niche as well; I feel creature removal is balanced, but card draw isn’t. Finally, you’re absolutely right about noncreaturr removal. Red should definitetly be able to remove planeswalkers. I also feel the flavor reasoning behind its inability to hit enchantments is a bit of a stretch, but other than Disenchanted setting prescedent, I don’t get why artifact and enchantment removal that isn’t O-ring-esque ‘answers that have answers / gives it back’ style in White makes any more sense. I get Naturalized in Green, but it seems Red, not White, should be the second Disenchant color. As you said, if red is the color of destruction, why can’t it hit enchantments? When I was a new player this made absolutely no sense to me, and it only slightly makes more sense now. And even though White is my favorite color, and Red close to my least favorite, Id rather see that change.