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Five Red Cards from Bloomburrow to Look Out For!

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Number One

Hired Claw

Here is the dream:

You play Hired Claw on one. Your opponent doesn't do anything. You attack. You look at the "type" line of your creature just to make sure. Yes, you confirm. This here creature is, in fact, a Lizard.

You nudge toward the opponent's die. They adjust downward when you point at the type line. "Lizard." They nod, then grimace.

Now because the opponent has just taken damage you get to put 1r into Hired Claw, transforming it into a 2/3. You've effectively attacked for three on turn two!

Hired Claw is the kind of card the opponent, at least in theory, is going to have to respect and deal with. Its Lizard-ping ability will otherwise allow you to grow it bigger and bigger, like a Mighty Morphin' Power Rangers monster in Act 3 of an afternoon episode. Rita Repulsa would be proud.

Why Hired Claw Probably Doesn't Stink:

Consider the fail state. Hired Claw is a 1/2 creature for r; which isn't the best, exactly; but is also a little above rate for a Red 1-drop. More importantly, it essentially attacks for two damage on turn two (one from the 1/2 power; one from the triggered ability). That makes Hired Claw kinda sorta a 2/2 for r, with not only no drawback but an amazing duo of special abilities!

Imagine for a moment that Hired Claw can't or doesn't get through. The fact that it can deal one damage via attack - even if blocked by a mighty fat-bottomed Spider of some sort - gives it an offensive texture unavailable to most creatures.

Number Two

Emberheart Challenger

The Valiant ability is potentially nice, but Emberheart Challenger doesn't need it to not stink. In fact, I'm guessing Valiant comes online during only a minority of Constructed games involving Emberheart Challenger. But if it does, both Valiant and Prowess will, of course, in all likelihood trigger at the same time. What a party that would be!

That said, there is no shortage of nice ways for a Red Deck to target its own creatures. If the current Best-of-One format on Magic: The Gathering Arena can teach us anything, it's that both Monstrous Rage and Demonic Ruckus are likely to be paired with Emberheart Challenger, at least in early builds of Red Decks. The possible payoffs here are just higher than the cards that version is already playing (mostly just more Prowess guys, and Slick-Shot Showoff, of course).

Two things to note:

  1. Emberheart Challenger only gives you the extra card until the end of the present turn. So even if you have the Monstrous Rage, you might not want to play it (if you're trying to maximize card advantage). Of course the prospect of the buff and the Prowess buff might be too delicious; but the timing is something to keep in mind.
  2. Valiant doesn't demand a spell, necessarily. I'm not certain that a Mouse-themed deck is any good (though an other red card on this list might seem to indicate that it will be)... But if so? Brave-Kin Duo can become a source of not only damage, but card advantage. Provided you get to untap unmolested, and activate + get in with all these text-covered Mice.

Brave-Kin Duo

Brave-Kin Duo can target your Emberheart Challenger without actually expending additional cards.

Why Emberheart Challenger Probably Doesn't Stink:

Again, consider the fail state. Emberheart Challenger is a 2/2 haste creature for 1r. It has exactly the same fail state as Standard Staple Bloodthirsty Adversary.

Like Emberheart Challenger, Bloodthirsty Adversary has a lot more to offer than just its 2/2 body attacking the turn it enters the battlefield... But that fail state has served the Adversary just fine. I don't suspect it will be any different here... With one difference.

Bloodthirsty Adversary, when played as a 2/2 haste, never gets any better. Emberheart Challenger always has the options for Prowess and Valiant so long as it lives.

Number Three

Byway Barterer

I think this card is pretty interesting. Like another card we'll talk about later, Byway Barterer is kind of a split card.

One version is the three-mana version: three mana for a 3/3 Menace. Is that good? It's certainly in the playable range, all things considered.

The other version is a potential four mana version. Imagine playing Byway Barterer and then immediately casting some kind of Shock to blow up an opposing creature. Boom! You've just fulfilled the conditions for Expend 4. You don't have to discard your hand; you don't have to pair these cards on turn four; but just know you have the option.

Obviously down the line you can potentially have a card drawing engine; but it'll take some careful deck design. 3 + 1 is going to be classic, but you'll actually want some slightly more expensive removal in order to fulfill the draw condition. Who knows, maybe your deck will be built to rip a Sunspine Lynx and then profit three ways simultaneously.

Why Byway Barterer Probably Doesn't Stink:

I'm going to sound like a broken record here, but check out the fail state.

Furnace Punisher was a really good card - often main deck card, but definitely sideboard star - at 3/3 menace for three mana. There were plenty of games where Furnace Punisher wasn't "punishing" anyone, but still managed to contribute by being hard to block. Menace is doubly good in a Red Deck that can remove a blocker, invalidating defenses without having to burn every last creature.

A 3/3 menace for three: That's the worst version of Byway Barterer. The best version is a must-kill, as it is a personal Howling Mine.

Number Four

Sunspine Lynx

The good: Sunspine Lynx combines the text on some classic Red Deck favorites - Sulfuric Vortex and Price of Progress - onto one card.

Better yet, onto a relatively large creature!

The bad: four mana is a dual-edged sword here. On the one hand, being so expensive, Sunspine Lynx gives the opponent plenty of time to play nonbasic lands. On the other hand... four.

Maybe that means it'll be great in a Red control deck? Certainly, you're going to want to be wary about your own nonbasic lands when playing this card; but I don't think you have to play zero.

Also bad: 5/4, no evasion, no trample... Just a big old Elemental (that just brained the opponent for x).

Why Sunspine Lynx Probably Doesn't Stink:

It might.

At least, it might main deck.

This card seems like it has an enormous ceiling to me. If The Wandering Emperor were still going to be a thing when Bloomburrow rotates in, the Sulfuric Vortex aspect would have some impact. But there are going to be some matchups where Sunspine Lynx will deal 4+ consistently on the way down. If you're not too shy about taking a little damage yourself, Cavern of Souls can ensure that it hits the battlefield.

My guess is that this card will be a sideboard All-Star on the order of Koth or maybe an Outpost Siege. Get bigger; get a little slower; but maybe get inevitable. Sunspine Lynx can hit hard in the right matchup and, clunky 5/4 body or no... That body is going to need to be answered or it will end it in like three turns.

This is a minor addition, just because of Sunspine Lynx's relatively high cost. But it's additional ability - the one that prevents damage prevention - can gain context in older or larger formats.

Cerulean Drake
Sanctifier en-Vec
Circle of Protection: Red

The old adage about Red Decks is that - no matter how good they are - if someone wants to beat them, they can. In Pioneer, Spirits decks would bring in non-Spirit Cerulean Drake to help hold off whole armies. Well, Protection From Red won't save a Cerulean Drake, Kor Firewalker, or Sanctifier en-Vec in combat any longer. They'll still be able to get a block in. One.

In some formats, Circle of Protection: Red (and its cousins, like Sphere of Law or Solitary Confinement) have held off lots of Red sources at once. There is potential here for some formats; provided Suspine Lynx can get over the four-mana hump.

Number Five

Mabel, Heir to Cragflame

This is secretly a split card. For three mana it is a 3/3 Rally the Ranks for three mana. That might be awfully good, presuming there are other playable Mice that come down earlier (BTW Emberheart Challenger is a playable Mouse that can come down a turn earlier).

But that's not all!

Even the three-mana version of Mabel builds its own Cragflame, giving Mabel some Mulldrifter qualities. But the qualities of its body - 3/3 for three, plus the Glorious Anthem-for-Mice effect - put this card into legit Titan territory. Should the opponent kill Mabel, Cragflame can still impact the game. Come the middle turns, Craglfame can give every topdecked creature haste; and I'm assuming you'll have some creatures that will benefit from being able to attack the turn they enter the battlefield.

The other exciting version of this card is the five-mana version.

Mabel - with two mana to spare to actually equip Cragflame - gives you a 4/4 with vigilance, trample, but most importantly haste for five mana. While Mabel doesn't fly, it does trample (and does defend, for that matter)... This is basically a competitive Dragon Legend on five, even in a deck with no other Mice.

Why Mabel, Heir to Cragflame Probably Doesn't Stink:

For me it's the five-mana version that stands out. If this weren't spread across two cards (and it's an advantage, generally that it is spread across two cards; one of which isn't a creature) you'd consider playing a 4/4 vigilance/trample/haste for five mana. You might not actually do that, but you'd think about it.

As it is, Mabel is kind of that, but also somehow draws a card when it enters the battlefield.

I'm the biggest sucker for a 3/3 for three ever; and Mabel is that also.

And more!

LOVE

MIKE

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