Welcome to the MTG Kaladesh red draft guide! Last time, I went over all the cards for black. Before I get into my rating for each card, here’s a brief overview of my MTG Kaladesh red draft guide rating system.
- 1 – Bad card or only useful in the sideboard
- 2 – Passable, but not something I would pick early or often
- 3 – A solid card I’m happy to pick most of the time
- 4 – Powerful cards that provide a lot of value on their own
- 5 – Cards that will almost always win the game if your opponents can’t deal with them
Now that we know how I’ll be rating each card, let’s get straight into the ratings.
MTG Kaladesh Red Draft Guide
Aether Chaser – 3.5
Aether Chaser is the best common for red. A 2/1 first strike unit will be difficult to block, and it’s nice that we get a free servo off of one attack. This is everything you want in an aggressive 2 drop.
Aethertorch Renegade – 3
There’s a little setup requires to fully maximize Aethertorch Renegade, but the power is here. This card can slowly whittle down your opponent’s creatures and acts as a finisher is an energy dedicated deck.
Built to Smash – 2
Personally, I’m a big fan of Built to Smash. +3/+3 for 1-mana at instant speed is an absurd rate. Sure, you can only cast this card if you’re attacking, but that’s exactly what you want to be doing in red anyway. Plus, artifact creatures and vehicles get trample!
Cathartic Reunion – 1
Tormenting Voice is a much better card than Cathartic Reunion in my opinion.
Chandra, Torch of Defiance – 5+++
Any planeswalker that has 4 loyalty abilities is most likely going to be powerful. Chandra is no exception. This planeswalker gives you so much value for 4-mana, and protects itself well.
Chandra’s Pyrohelix – 3
Splitting up 2 damage among two targets is strong when several creatures in the format only have 1 toughness.
Chandra’s Revolution – 3
4-mana to deal 4 damage is a great rate.
Combustible Gearhulk – 4.5
Combustible Gearhulk has an interesting effect. Although the amount of damage you deal is random, it has the potential to push your opponent to a very low life total. Plus, don’t forget that a 6/6 first strike creature won’t have trouble winning combat whatsoever. An amazing creature overall.
Destructive Tampering – 2.5
There’s enough flexibility in this card to justify it in the main deck.
Enraged Giant – 3
Enraged Gaint just screams red. It hits fast and hits hard. I’d want my deck to have a good amount of artifacts to confidently include this card, though.
Fateful Showdown – 2.5
I understand that Fateful Showdown can act as a removal spell and a finisher. Yet, I’m still not a huge fan of this card. I feel like there are going to be times where I have a card I don’t want to discard, and casting Fateful Showdown will feel clunky. Overall, the card does provide a good amount of value, and should be a decent inclusion for most red decks.
Freejam Regent – 4.5
When Freejam Regen comes down, it puts an extremely fast clock on your opponent. I’m more than happy to pay 6-mana for this card and wouldn’t stress on grabbing too many artifacts just to improvise it out.
Frontline Rebel – 2.5
A serviceable aggressive red creature. The downside to this card can be easily avoided by grabbing a few vehicles.
Furious Reprisal – 3
You’ll almost always snipe two creatures with this spell.
Harnessed Lightning – 3.5
Harnessed Lightning is a premium red removal spell that will fit into every red deck.
Hijack – 3
If you combine this card with black sacrifice outlets like Defiant Scavenger, then you have a pretty sweet combo. Otherwise, Hijack is a fine filler card for aggressive decks.
Hungry Flames – 3
Another great removal spell for red.
Indomitable Creativity – 1
A very niche sideboard card that will rarely see play in limited.
Inventor’s Apprentice – 2
Your deck would have to be extremely low to the ground to justify playing this card. Personally, I think Inventor’s Apprentice is too easily outclassed by other creatures, and would avoid it if possible.
Invigorated Rampage – 2.5
I’m pretty high Invigorated Rampage. Both options are great for whatever board state you’re in. It’s obviously best when used offensively, but it’s nice that it provides a large enough stat bonus to help your creatures trade defensively as well.
Kari Zev, Skyship Raider – 3.5
Kari Zev is a strong and efficient red creature. The biggest upside to Kari Zev that goes unnoticed is the fact that she consistently triggers revolt.
Kari Zev’s Expertise – 2
Again, if you have sacrifice outlets to combo with this card, then it’s great! But if you don’t, then avoid picking it up unless you have to.
Lathnu Sailback – 2
A fine filler card that will pressure your opponent.
Pia Nalaar – 3
Pia packs a punch. Getting a 1/1 flyer is great, but the added benefit of boosting its stats is awesome.
Precise Strike – 2
I wouldn’t recommend playing this card over Built to Smash. However, if you are desperate for combat tricks, this Precise Strike will suffice.
Quicksmith Genius – 2.5
Cycling through your deck is a nice upside for 3-mana.
Quicksmith Rebel – 5
Quicksmith Rebel is just flat out disgusting. Use this card to whittle down your opponent’s board and then direct the damage to their face!
Ravenous Intruder – 1
There are some interesting combos you can do with Ravenous Intruder, but nothing that will push you too far ahead of your opponent. I’d avoid it, unless you’re already heavily into artifacts and need a decent threat.
Reckless Fireweaver – 2
I’ve seen Reckless Fireweaver pop off and win games before so I wouldn’t brush it aside so fast. That said, it does require a good amount of build around to make it worthwhile.
Ruinous Gremlin – 1
Bad sideboard card.
Salivating Gremlins – 2.5
I wouldn’t like this card at all if it didn’t have trample. Luckily, it does!
Scrapper Champion – 4
Scrapper Champion is a powerful threat. If your able to get this creature to a 4/4 or higher, it can easily take over games.
Siege Modification – 2
The stats that Siege Modification provides is great but not as impactful as you may initially think. You’re always setting yourself up to 2-for-1s when it comes to auras and Siege Modification is no exception.
Skyship Stalker – 4
Efficient stats with great options to dump my mana into. Skyship Stalker is a solid bomb.
Speedway Fanatic – 3
Vehicles are not easy to deal with when they have haste. A card like Untethered Express will take over games if it’s are crewed by Speedway Fanatic.
Spireside Infiltrator – 2.5
Spireside Infiltrator is a fine playable if you have a few vehicles in your deck. However, I’d easily cut this card for other playable if I don’t have many ways to abuse it’s “becomes tapped” effect.
Sweatworks Brawler – 3
A solid common creature that combos well with Inventor’s Goggles.
Welding Sparks – 3
Even if you have 0 artifacts, paying 3 mana for 3 damage at instant speed is never bad.