Dominaria Set Review - Red

Dominaria Set Review - Red

Dominaria is going to be incredible. With so much power, so much nostaligia, and so many bizarre yet strangely appealing card designs, this set is going to be one for the record books.  Playing off of old favorites while infusing them with new life, I'm convinced that Dominaria will become one of the classic sets in Magic: The Gathering.  Let's kick off this set review with every single red card in the set.

Image result for dominaria mtg

I will be reviewing each card on it's applications in both limited and constructed with a score out of ten. Here are examples of cards that have been scored on each level from Ixalan and Rivals of Ixalan:

Limited:

10 - First Pick, Monster Bomb - Tetzimoc, Primal Death, Vraska, Relic Seeker
9 - Excellent, Cream of the Crop - Regisaur Alpha, Ravenous Chupacabra
8 - Powerful but Specific Cards - Elenda, the Dusk Rose, Direfleet Poisoner
7 - Great but Not Worth Switching Colors For - Crested Herdcaller, Impale
6 - Strong Cards on Curve for the Backbone of your Deck - Exultant Skymarcher, Martyr of Dusk
- Always Playable Cards to Fill Out - Hunt the Weak, Fathom Fleet Boarder
4 - Decent Cards that Might Serve a Purpose - Hardy Veteran, Frilled Deathspitter
3 - Unexciting Picks You Don't Want to Play - Sun-collared Raptor, River Darter
2 - Bad Cards You Want to Avoid - Jade Bearer, Canal Monitor
1 - Stone Cold Unplayable - Strider Harness, Shatter

Constructed:

10 - Multi-Format Staple, Instant Classic -
9 - Extremely Powerful, Create Standard Archetype - Rekindling Phoenix
8 - Will See Play in Multiple Decks and Archetypes - Jadelight Ranger
7 - Strong Roleplayer in Certain Decks - Ghalta, Primal Hunger
6 - Decent Chance to See Play - Twilight Prophet
- Might See Play, Likely Sideboard - Golden Demise
4 - Probably Not But Just Might Squeak In - Mastermind's Aquisition
3 - Almost Certainly Not Going to Make It - Champion of Dusk
2 - Never - Temple Altisaur
1 - So Bad That People Will Challenge Themselves to Make a Deck Where it Works - Storm the Vault

So let's get on with it. Here's the limited and constructed review of every red card in Dominaria. Enjoy!

Bloodstone Goblin

Bloodstone Goblin
This goblin is a grizzly bear with an upside so it's already passably playable. Unfortunately, the upside that comes with Bloodstone Goblin is relatively low impact only temporarily triggering a minor boost and slight evasion. The fact that most kicked spells are going to cost 5+ mana makes this card extremely slow to get in the beats. I'm not convinced that I'm interested in playing this unless I have to or unless I somehow manage to construct a limited deck with four or more kicker spells. 

Limited: 4.0

Constructed: 2.0



Champion of the Flame

Champion of the Flame
Alright, so I'm going to go out on a limb here and saying that this is going to be a part of one of the best limited decks you'll be able to construct. If you manage to put together a number of Auras or Equipment that are reasonably powerful, then Champion of the Flame can become an absolute haymaker, trampling over any opposition. Combining this with Arcane Flight is going to destroy so many people that aren't prepared for it. With that being said, this is a high risk, high reward card because your opponents can blow you out by responding to you casting an Aura so you'll need to pick your moment carefully. However, you can always use this to your advantage, playing out your other threats while your opponents worry about what you're going to do with Champion of the Flame. Despite all of this, this is still a 1/1 for two mana without help so don't put this in every deck but don't discount the fact that this thing can explode in a single turn. 

Limited: 6.0

Constructed: 3.0

Fervent Strike

Fervent Strike
This is a terrific one-mana trick and if you're in need of a card that will typically play as a one for one for your opponent's creatures, then this is for you. This is certainly an aggressive trick so you should be attacking with any deck that wants a Fervent Strike but the added ability of haste allows you to sometimes run out a surprise creature that can either win you the game or force some unprofitable chump block. 

Limited: 5.0

Constructed: 2.0





Fiery Intervention

Fiery Intervention
This is a five-mana, sorcery speed kill spell for a creature that randomly can hose an artifact. That's pretty good but also, I'm not sure how many I want with it costing five and being slow. I think two is as many as I would want to play but, if you're hard up for removal, this will do the trick.

Limited: 5.0

Constructed: 2.0







Fight with Fire

Fight with Fire
Wow, this card is an absolute, nut-busting monster bomb. If you ever cast this for the kicker cost, you're going to win on the spot, either dealing ten damage straight to the face or murdering your opponent's entire board. This literally does the same effect as Fiery Intervention for two less mana if you absolutely must kill something but then, if you're able to get there and it feels like you will be able to in sealed, Fight with Fire will instantly win you the game, no questions ask. Play every copy of this and enjoy it. This is so good that I would not be surprised if it makes it to Standard.

Limited: 8.0

Constructed: 3.0


Fire Elemental

Fire Elemental
A throw-back all the way from Alpha, Fire Elemental has certainly fallen a long way since his days of yore. This size of creature is extremely mediocre that I'm going to be disappointed if I have to play it. If you need some sort of beef, then this will serve but you will not be happy about it.

Limited: 4.0

Constructed: 2.0







Firefist Adept

Firefist Adept
Firefist Adept is hiding some serious power here and a 3/3 that kills another creature for five mana is essentially the new Ravenous Chupacabra. Okay, maybe not that good but if you're able to assemble a deck with seven or more wizards, the Firefist Adept will be terrific for you by almost always creating a two for one. The power and toughness are relevant here as well standing alongside most of the dual color legendary creatures. 

Limited: 6.0

Constructed: 2.0




The First Eruption

The First Eruption
First of all, I love the art of the sagas. Have I said that yet? Anyway, The First Eruption seems pretty bad in limited to be honest. Dealing one damage to each creature without flying seems bad, adding two mana is fine but not terrific, and then dealing three damage to everything AND sacrificing a Mountain when your opponent sees it coming from two turns away is just not good. If you didn't sac a mountain, then this would be a decent way to slow the game down but by nuking your own mana base really hurts. Overall, not really worth it in either limited or constructed. 

Limited: 2.0

Constructed: 2.0


The Flame of Keld

The Flame of Keld
It's almost disappointing that the uncommon Saga feels better than than the rare but here we are and The Flame of Keld seems to have more constructed implications than The First Eruption. Playing this on turn four in Standard in a hyper aggro deck seems completely reasonable because it gives you cards and extra damage. In limited, playing this at the top of your curve could turn out well but it's going to sit in your hand dead for a long time. 

Limited: 3.0

Constructed: 4.0




Frenzied Rage

Frenzied Rage
Alright, I'm on board for the Aura deck and this will be a good piece for that archetype but it gets a lot worse when the deck is not focused on that route. Unless you're really hurting for reasonably bodied or powerful creatures, this could bring something over the edge but otherwise I would avoid it. 

Limited: 4.0

Constructed: 2.0







Ghitu Chronicler

Ghitu Chronicler
As part of a cycle of 1/3's with a mediocre kicker, Ghitu Chronicler will basically rebuy a removal spell from your graveyard on turn six. This effect is not terrible but the attached body is so mediocre that it's hard to justify all of the mana spent because, remember, you still need to cast your instant or sorcery again. I'm not impressed and unless you need a Wizard on turn two, then I would avoid this.

Limited: 3.0

Constructed: 2.0





Ghitu Journeymage

Ghitu Journeymage
Not impressive or exciting. It's a fine creature if you desperately need one, it's in a relevant tribe, and it does more than nothing. Meh...

Limited: 4.0

Constructed: 2.0









Ghitu Lavarunner

Ghitu Lavarunner
If you have a bunch of instant and sorceries, this card is playable as a 2/2 with haste for one later in the game. This is not a turn one play. Opt would be a turn one play in the deck that wants Ghitu Lavarunner. Regardless, it's not an impactful card because it's only going to get the bonus on turn three or four and by that time, there should be a creature that can block. Overall, not impressive.

Limited: 3.0

Constructed: 2.0





Goblin Barrage

Goblin Barrage
This cards seems great to me, allowing you to deal four to an annoying creature and then occasionally nug your opponent for a fifth of their starting life. It's an impressive rate and a strong effect to have on your random removal spell. If there is a version of the Goblin deck that makes Standard, I would count on this seeing play as well as it might just bring you over the top for damage.

Limited: 6.0

Constructed: 4.0





Goblin Chainwalker

Goblin Chainwhirler
Despite the triple mana cost, this Goblin is a house. A 3/3 with first strike for three mana that has an upside is an incredible rate, especially in red. Red is the best color to build a single color deck in limited and, if there is a reason to try and make it work, it's name is Goblin Chainwhirler. With that being said, this card does become less powerful as the game progresses so it's really essential that it comes down early, making it even more tempting to go heavy red. As far as Standard goes, this will absolutely be a part of a mono-red goblins deck along side with Goblin Warchief and Siege-Gang Commander. 

Limited: 7.0

Constructed: 5.0


Goblin Warchief

Goblin Warchief
In limited, it's going to be really tough to assemble enough goblins to make this guy do his job effectively. With only a handful of non-rare goblins, Goblin Warchief will essentially be a three mana 2/2 with haste and that's not quite good enough. If you happen to open the Siege-Gang Commander, then this card actually gains a significant amount of value but otherwise I would skip it in limited. Now, it's a whole different ball game in constructed where this will see play not only in Standard but also in Modern where the power of Goblins truly lives.

Limited: 3.0

Constructed: 7.0


Haphazard Bombardment

Haphazard Bombardment
Randomly destroying your opponents permanents has never been a recipe for success, especially at this slow of a rate. At six mana, Haphazard Bombardment essentially says that out of four permanents your opponent controls destroy one of them randomly at the end of the next three turns. This is not quite not good enough for six mana. 

Limited: 2.0

Constructed: 2.0






Jaya Ballard

Jaya Ballard
Ugh, I really want to like this card but I just don't. The first problem is that it costs triple red. The second problem is that the first ability requires you to have another card to use. The second ability is the best by far, allowing you to refill but you can only do that so many times, and the ultimate STILL requires you to have other cards to make it good. I'm not impressed by this in either limited or constructed and I'm still baffled by the design here. Hopefully, I'll be proven wrong but I'm not confident about it even though it goes to 6 loyalty when you play it. How do you make a planeswalker that's bad in limited? Ugh.

Limited: 3.0

Constructed: 1.0


Jaya's Immolating Inferno

Jaya’s Immolating Inferno
Okay, we're turning the corner here from a genuinely disappointing Jaya card to an ultra exciting card. The necessity of having a legendary card on the battlefield is the only conceivable downside of this utterly brutal card. For five mana, you will kill two creatures and deal three damage to your opponent. That's incredible every single time. This card is a bomb in limited and never, never, never pass this if you are even close to red. Now, in constructed, I'm certain that it will find a home but I'm not sure where at the moment. Doming three creatures with it is going to be a blowout in any format but it does still need to find a home.

Limited: 9.0

Constructed: 5.0

Keldon Overseer

Keldon Overseer
Seven mana is a lot for a threaten effect and, while stapling a 3/1 with haste to it is nice, I'm not sure that this is going to be worth it. With that being said, there are a lot of giant monsters to take control of, and tearing away an blocker can certainly end the game. This is essentially always going to cost seven unless you are in dire need of a blocker. 

Limted: 5.0

Constructed: 2.0






Keldon Raider

Keldon Raider
The body is perfectly reasonable here and the late game play of ditching a land for a better card is valuable. Solid creature with solid value and if you need a four drop, this card will serve that purpose successfully.

Limited: 5.0

Constructed: 2.0








Keldon Warcaller

Keldon Warcaller
A grizzly bear that seems like it's aimed for standard where you can formulate a defined game plan. If you desperately need a two drop in limited, then this will do the job but it's bad. For constructed, it's doubtful but hey, the potential is there.

Limited: 3.0

Constructed: 3.0








Orcish Vandal

Orcish Vandal
This has a very build around feel to it both in limited and constructed. It's not impressive on the face of it but with a little help, you can start picking off creatures, mess up combat immensely, and just start causing havoc across the battlefield. With that being said, it's a two mana 1/1 that NEEDS other cards to work so, unless your dedicated to this idea, this is unplayable in limited. Building around it in constructed seems to be interesting with something like Paradox Engine but it's a longshot. 

Limited: 3.0

Constructed: 3.0



Radiating Lightning

Radiating Lightning
Meh. Nah.

Limited: 1.0

Constructed: 2.0











Rampaging Cyclops

Rampaging Cyclops
A 4/4 for four mana is a good deal but this guy comes with a serious downside when it attacks. Essentially, it cannot attack unless they have only one creature or it just dies to any two creatures. As a stone wall, it's pretty good though because it will stop anything that was attacking in the first turns of the game. Regardless, this is a defensive card in an offensive color and, while I will play it when I want to get to the end game, I'm not excited about it.

Limited: 5.0

Constructed: 2.0




Run Amok

Run Amok
This is an aggressive trick. Aggressive. Be, be aggressive. While it is possible to cast it defensively, just know that you're doing it wrong. This is card is meant to smash face and it will do just that. As long as that is what you're trying to do, one or two Run Amok are going to be good.   

Limited: 5.0

Constructed: 2.0







Seismic Shift

Seismic Shift
This is better than it looks. When you have an aggressive deck, you're typically going to be able to deal early damage but you'll be stopped in the late game by serious blockers. Seismic Shift can change those odds by allowing damage through and randomly destroying a land. I suppose I should note that the destroy the land part of this card is basically irrelevant. In my opinion, this should probably be sideboard first and foremost but regardless, don't dismiss this out of hand.

Limited: 4.0

Constructed: 2.0




Shivan Fire

Shivan Fire
This is superb. Dealing two damage to creature early is relevant, dealing four damage to a creature late is relevant. Play every copy you get in limited and this may usurp Shock in Standard despite the fact that it can't aim at the face. Now, it's not going to be killing bombs but this is the bread and butter of red, nuking creatures in both the early and middle portions of the game.

Limited: 6.0

Constructed: 4.0





Siege-Gang Commander

Siege-Gang Commander
Oh, yeah, we've gotten the commander back and he's going to bring the pain. Five power and toughness for five mana is a great rate, spread across four bodies is even better, with the ability to toss the 1/1's for two damage makes this incredible. This must be answered but even if it is, it still leaves behind an army. Always play this in limited and feel good about it. For Standard, this will absolutely make it as long as there is any Goblin deck. 

Limited: 8.0

Constructed: 6.0




Skirk Prospector

Skirk Prospector
Bad in Limited, don't play it. Yes it ramps you by one but that costs you a card and it is not worth it. Good enough for the Goblin deck in Standard or Modern.

Limited: 1.0

Constructed: 5.0









Skizzik

Skizzik
Formally a rare, Skizzik used to be a Standard contender. This will not be the case this time around but it's still going to be great in limited. Sometimes paying four for the haste, trampling on curve is actually worth it but the majority of the time this is going to be a less powerful Charging Monstrosaur. Make no mistake this is no where near as powerful but at least one copy should make every limited deck.

Limited: 6.0

Constructed: 0.0

Squee, the Immortal

Squee, the Immortal
I love the flavor of this card so much. Squee ain't never going away, not ever. This effect is immensely powerful and super annoying. It's a permanent blocker and it even has two points of power which is extremely relevant, especially for the Standard goblin deck. For limited, this is unbelievably effective and annoying as it basically draws a card every time it dies. 

Limited: 7.0

Constructed: 5.0






Two-Headed Giant

Two-Headed Giant
As I have already said, a 4/4 for four mana is always good and, basically, if you can attack with it regularly then the effect that it might get from your coin flips are just icing on the cake. Certainly, you should always play this in any deck that can support it for limited. Never in constructed.

Limited: 6.0

Constructed: 2.0







Valduk, Keeper of the Flame

Valduk, Keeper of the Flame
This is the payoff that you're looking for in the Aura/Equipment deck. The best part of this is that it's not embarrassing on it's own as a 3/2 for three while it represents an absolute ton of damage. Simply equipping a Short Sword on Valduk represents seven points of damage and it just spirals from there. I'm very high on this card and I think that, at the very least, Valduz will demand removal, allowing you to cast your bigger spells with a little more protection. I'm not sure about constructed but the power level is there for those aspiring brewers.

Limited: 7.0

Constructed: 3.0


Verix Bladewing

Verix Bladewing
The rate on this card is phenomenal. This is an ultra monster bomb in limited as either side of this card is destructive, essentially giving you a powerful evasive card early or a squadron of them late game. Unfortunately, this guy has just been outclassed in Standard on almost every front by Rekindling Phoenix. While this dodges Abrade, it has no other protection that Rekindling does. Also, both it and the token it makes are legendary which makes duplicates awkward. Perhaps a fifth copy of the Phoenix will be Verix but that's an outside chance. Regardless, this is an extremely powerful individual card and I don't want to underestimate it.

Limited: 9.0

Constructed: 4.0


Warcry Phoenix

Warcry Phoenix
This is pretty bad. While its recursive nature is nice, four mana for a 2/2 flyer with haste is a ton of investment. Combine that with the fact that you need three attacking creatures to bring it back and this is just too restrictive for my taste.

Limited: 2.0

Constructed: 2.0








Warlord's Fury

Warlord’s Fury
Warlord's Fury is a strange card all around. First of all, it affects all of your creatures, that's a bonus. Then it draws a card, which is also a bonus which makes this a valuable card in any spells matters deck. Finally, it only costs one mana. These are all bonuses and it makes me shy away from dismissing it out of hand. I don't know that I would just jam this in any deck but if you have a lot power-heavy creatures, this can be a reliably trick. Also, it's really funny how well this combos with the white legendary card that makes all first strike into double strike. Blow. Out.

Limited: 4.0

Constructed: 2.0



Wizard's Lightning

Wizard’s Lightning
A simply but beautifully named card, Wizard's Lightning deals three damage for three mana usually or becomes a Lightning Bolt if you control a Wizard. This is always playable, regardless of your Wizard count, and it will always perform well, no matter how many you play. This might make it all the way to Standard if Wizards turn out to be a thing. 

Limited: 7.0

Constructed: 4.0






Thanks for reading!

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