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Best Red Cards from Avatar: The Last Airbender for Commander

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Red in Avatar: The Last Airbender feels as explosive, theatrical, and cinematic as Firebending itself. Instead of the usual all-in aggression, this slice of red mixes board manipulation, elemental spectacle, land-based punishment, and damage amplification in ways that make opposing Commander players sweat.

And yes - Roku might just be one of the best red Saga-transform commanders printed in years.

Let's break down the five best red cards from Avatar: The Last Airbender and why they matter for EDH.

Fated Firepower

Fated Firepower

Flash enchantments in Red are rare (or mythic!). Flash enchantments in red that scale are even rarer. Fated Firepower enters with X fire counters, and from then on, any source you control deals extra damage equal to the number of fire counters on it.

That includes:

  • Combat damage
  • Burn spells
  • Fight spells
  • Pingers
  • Token swarms
  • Red dragons
  • Red planeswalkers
  • "Whenever this deals damage..." triggers

This turns your entire deck into a damage engine... which is usually Red's MO anyway. The bigger the X, the more every future damage event becomes a free Blasphemous Act to the face.

Red enchantments are usually temporary or chaotic. Fated Firepower is neither, it's a permanent damage amplifier that rewards patience and mana investment.

Great in: Torbran decks, Neheb mana-ramp builds, Dragon tribal, spellslinger Red, aggro burn.

Key Cards

Zhao, the Moon Slayer

Zhao, the Moon Slayer

Zhao does something very few red commanders ever attempt: punish nonbasic lands. A two-mana 2/2 with menace is already efficient. But Zhao makes all nonbasic lands enter tapped, and once you invest seven mana to give him a conqueror counter, all nonbasic lands become Mountains.

That's right, Zhao turns the table's nonbasics into basic Mountains.

He's a stax commander in mono-red, disrupting the part of EDH most people rely on: their multicolor consistency.

Once Zhao has a conqueror counter, you become the land-dictator of the table.

Great in: Mono-Red stax, goblin tempo, extra combat decks, burn, land-hate metas.

Key Cards

The Last Agni Kai

The Last Agni Kai

This is one of the coolest red fight spells ever printed. Target creature you control fights another creature, and if the opponent's creature is dealt excess damage, you add that much red mana. And you don't lose unspent red mana as steps and phases end until end of turn.

This is absolutely wild in Commander. You can turn a fight into a ritual. You can turn a ritual into a combat step. You can turn a combat step into a combo turn.

It's also cool for decks with large creatures, dragons, or commanders with built-in power pumps. With Fated Firepower on the field, it becomes even more absurd: amplified excess damage becomes a burst of mana you can immediately funnel into more spells.

Great in: Dragon tribal, Voltron, Gruul power decks, spellslinger Red, combos involving excess damage.

Key Cards

Redirect Lightning

Redirect Lightning

This one looks simple, but don't be fooled: Redirect Lightning is one of the most flexible utility instants red has gained in recent years. For a single mana, you choose a new target for any spell or ability with a single target.

But the additional cost option to pay 5 life or 2 mana makes it fit into Commander's pacing. Red rarely gets one-mana interaction that can fully invalidate enemy win attempts. Redirect Lightning does that.

Great in: Any EDH red deck, combat-focused lists, Red spellslinger, Voltron protection.

Key Cards

The Legend of Roku

The Legend of Roku

The Saga begins with a burst of exile-based card advantage: exile the top three cards, you may play them next turn. Chapter II adds one mana of any color. Then Chapter III flips into Avatar Roku, a 4/4 with flying and Firebending 4, generating four red mana when it attacks.

But that's not all. Roku creates 4/4 Dragon tokens with flying and Firebending 4, giving you explosive combat turns full of mana-positive swings.

Roku can be a value commander, a token commander, or a mana-ramp combat commander. And because the mana from Firebending lasts until the end of combat, you can attack, generate a flood of red mana, then cast your entire post-combat suite of burn, dragons, or extra-combat spells.

Great in: Dragons, mono-red ramp, spellslinger red, combat decks, extra-combat loops.

Key Cards

Watch the World Burn

Red's offerings in Avatar: The Last Airbender mix spectacle with precision. The cards reshape the board, punish greed, redirect danger, and turn fury into mana-fueled advantage. Red mages who love playing with fire are in for a blazing treat with this set.

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