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Ikoria Limited Set Review: Red and Colorless

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Welcome back to day three of the Ikoria Limited set review. Today I am taking a look at Red and colorless cards.

Rating - Explanation

1- Ideally not making the cut in any of my Limited decks.

2- Not good, but a necessity for curve filling and smoothing out draws.

3- Value cards I am happy to fill my deck with.

4- Cards to get excited about and Premium Removal.

5- Reserved for cards that will win the game if left unanswered.

Check out the other parts here:

White | Blue and Black | Green and Lands | Multicolor

Red

Blazing Volley
1 - With the large amount of token generators in the set this is a great pick up for the sideboard, but it won't make it into the original 40.
Blisterspit Gremlin
1 - Higher recurring cost and less upside than we typically see with similar cards. Brimstone Trebuchet is an example of something in this role I would want to play.
Blitz of the Thunder-Raptor
1.5 - Subpar removal that I hope I am not desperate enough to need. Extremely situational and generates no additional card value.
Cathartic Reunion
1.5 - I am sure this will find its way into some of my decks, but I will not be happy about it. Remembering to hold back extra lands mid-game will be important to ensuring value out of this card.
Clash of Titans
2.5 - Unlike most fight spells this does not specify a creature you own must fight, so it is possible to get a 2 for 1 by having an opponent's creatures fight each other. This also means you don't need a creature on the field for this card to work - the main disadvantage to fight cards. Excited to play this card at instant speed after combat tricks and make my opponent cry.
Cloudpiercer
3 - The filter ability when played for its mutate cost can lead to a sizable increase in card quality. On its own, it is a large body with a valuable keyword for a reasonable mana cost. I cannot see cutting this card.
Drannith Stinger
2 / 3.5 - Another bear with upside. This card is also a win condition in the cycling deck.
Everquill Phoenix
4.5 - Ideally this card will be cast for the mutate cost to ensure you get to bring it back at least once. A 4/4 flier for 4 mana is amazing on its own, but in order for this to reach its full potential, it needs to be cast as a mutate (it might die before you get to mutate it otherwise).
Ferocious Tigorilla
3 - Very playable 4-drop. Nothing to get excited about, but happy to fill my deck with.
Fire Prophecy
4 - A removal spell that can filter away late game land?! This is everything an aggressive deck wants.
Flame Spill
4 - Very reasonable cost for the damage. It cannot deal damage directly to the life total, but keep an eye out for situations where you might be able to damage a creature in combat to ensure more damage is dealt to the controller. Tricky way to kill someone.
Footfall Crater
1 / 3 - Not played in anything other than the cycling deck where you want as many 1-mana cyclers as possible.
Forbidden Friendship
2 - This card can benefit both token and mutate strategies. Splitting power across two bodies will increase the value of mutates compared to playing a 2/2 that will lose the bonus stats anyway.
Frenzied Raptor
2 - Never want to play these cards, but they always end up filling a curve - particularly in Sealed.
Frillscare Mentor
3 - This card has a slow build up on its own, but with other menace creatures in a deck it will gain value very quickly.
Go for Blood
3 - 2 mana fight spells work very well in aggressive tempo decks. They allow you to remove an obstacle while continuing to progress the board. I don't cut many of these cards.
Heightened Reflexes
2 - These first strike combat tricks are normally unplayable. With the first strike counter making the ability permanent, I am pleasantly optimistic about this card.
Lava Serpent
2.5 - Fine filly that will not punish you if drawn too early.
Lukka, Coppercoat Outcast
5 - Planeswalkers: Making one-sided Limited games since 2007. Moving on...
Momentum Rumbler
3 - Best in an aggressive deck, but this card will never be cut from a deck.
Mythos of Vadrok
4 - Easy 2 for 1. Be sure to look for opportunities where a post-combat cast might maximize value.
Porcuparrot
4 - This card can't be as insane as it seems...right? There has to be a downside hidden somewhere! I love everything about this card.
Prickly Marmoset
3 - A 3-drop that will outperform expectations. Your cycling cards are now combat tricks!
Pyroceratops
2 - A bit expensive for what you get and I doubt a typical deck will be able to trigger the ability enough times to make me excited to play him.
Raking Claws
2 - It is always nice to have one combat trick that can end the game in a deck, and the cycling makes it free to add. If I can find room, I am happy to play this card.
Reptilian Reflection
1 / 4 - The only deck that wants this card is the cycling deck, but it is one of the biggest payoffs for it.
Rooting Moloch
3.5 - This majestic lizard will make all of your card advantage dreams come true. Play him - He loves you.
Rumbling Rockslide
4 - Four damage should kill most things, and it has a lot of upside late game. Sorcery speed is the only thing stopping this from being as good as some of the Black removal.
Sanctuary Smasher
3 - The size of its butt doesn't matter if everything in front of it is dead! Reasonable top-end for a Limited deck.
Shredded Sails
1 - Great sideboard card to look out for. Cycling also makes this a reasonable card to add if you are short playables. Unlike Plummet it can replace itself if you lack targets.
Spelleater Wolverine
3 - Filler card at its base, but it has great upside in the mid to late game. Also, keep in mind you can give it double strike mid-combat by timing your spells. Free combat trick!
Tentative Connection
1 - Not excited to play these cards without consistent sacrifice outlets, and ideally ones that will net positive card advantage. Those seem to be lacking in this set.
Unpredictable Cyclone
1 - Horrible in the average deck. Could be a fun build around card, but even then I think it would be too inconsistent.
Weaponize the Monsters
2 - Really only interested in playing this in a deck that contains multiple token generators.
Yidaro, Wandering Monster
4 - Having one 7-drop is not unreasonably expensive for Sealed and Draft. The thing I like most about this card is that you are never punished for drawing the deck's top end too early. You just cycle and shuffle it back in. I doubt it will ever come into play for free, but the redraw is really nice.

Top 5 Red Commons

  1. Fire Prophecy
  2. Rumbling Rockslide
  3. Go for Blood
  4. Cloudpiercer
  5. Ferocious Tigorilla

Colorless

Indatha Crystal
2 - Having fixing available is always nice. Cycling also allows you to replace this card mid to late game if you have already found another source for your splash color which lowers the cost of putting these artifacts in your deck.
Ketria Crystal
2 - Having fixing available is always nice. Cycling also allows you to replace this card mid to late game if you have already found another source for your splash color which lowers the cost of putting these artifacts in your deck.
Raugrin Crystal
2 - Having fixing available is always nice. Cycling also allows you to replace this card mid to late game if you have already found another source for your splash color which lowers the cost of putting these artifacts in your deck.
Savai Crystal
2 - Having fixing available is always nice. Cycling also allows you to replace this card mid to late game if you have already found another source for your splash color which lowers the cost of putting these artifacts in your deck.
Zagoth Crystal
2 - Having fixing available is always nice. Cycling also allows you to replace this card mid to late game if you have already found another source for your splash color which lowers the cost of putting these artifacts in your deck.
Crystalline Giant
5 - This card seems nuts. I read it three times looking for a downside, but I could not find any. I hope to open this in EVERY pack three.
The Ozolith
2 - The most important thing to remember is that this can save the same ability counters multiple times. It will only take a few counter generators to make this worth having, but I don't think the average deck will have enough.
Sleeper Dart
1.5 - Provides some tempo, but it is a filler card that most decks won't want.
Springjaw Trap
1 - The flash does not make up for the added cost when compared to cards we have seen in other sets that are similar to this. Ideally I won't be running this card in any of my decks.
Adaptive Shimmerer
2 - Five-mana 3/3 doesn't seem very good. Keep in mind that if you mutate this creature the counters will still increase the stats, unlike most mutate targets where you don't get a stat bonus.
Farfinder
3 - Great card for any deck that needs fixing. Any time you can find a splash land and get a body is a net positive. Even just to ensure you are hitting a fourth land can be very valuable.
Mysterious Egg
2 - There is more than enough mutates to consider this card, but ideally I would look for more relevant 2-drops to meet those needs.

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