Why does Red always get the shit end of the stick?
And why does Blue always get the cool stuff?
Because the things that red excels at are a lot more obviously powerful than the things that blue excels at, so development teams tend to be more careful with red cards than blue. Blue gets a lot more mistakes and accidentally broken cards, because they seem fairly innocuous until somebody realizes how to break them in half.
>Magus of the Moon
>Price of Progress
>Wheel of Fortune
>Red Elemental Blast
>waah red doesn't get nice things!
>Blood Moon - 1994
>Magus of the Moon - 2007
>Price of Progress - 1998
>Charbelcher - 2003
>Worldgorger - 2002
>Lightning Bolt -1993
>Grapeshot - 2006
>Valakut - 2009
>Kiki-Jiki - 2004
>Purphuros - 2013
>Goblin Guide - 2009
>Fireblast - 1997
>Wheel of Fortune - 1993
>Goblin Sharpshooter - 2002
>Imperial Recruiter -1999
>Mana Flare 1993
>Grim Lavamancer - 2002
>Splinter Twin - 2010
>Seething Song - 2005
>Red Elemental Blast - 1993
>Pyroblast - 1995
>Goblin Welder - 1999
>Daretti - 2014
>Gamble - 1998
>Final Fortune - 1996
Of the 26 you listed, 8 were made in the last decade.
Past in Flames
Flayer of the Hatebound
Bonfire of the Damned
Anger of the Gods
DA FUQ OP?
Past in flames
80% of goblins ever printed
WAKE THE FUCK OP!!!!!! RED IS USEFUL.
OP YOU ARE WRONG BECAUSE OF ...
+Wheel of Fortune (Vintage All Star)
+Red Elemental Blast (Vintage tool)
+Pyroblast (Legacy tool)
Seriously OP is trolling.
I had this problem recently, when trying to build Boros Voltron in EDH (on Tajic). Most of the deck ended up white, as I don't really know any good red utility, except the obvious stuff like the Blood Moon, Wheel, Twin, Kiki and such. Then there were some good cards that didn't quite make it, because they either didn't really fit (Goblin Bombardment). But all in all I have a hard time thinking what would put in Jaya deck, not enough options. The really good thing I've found in red was the artifact hate, and some incredibly great commanders.
In EDH for Red you have
Burning of Xinye
Furnace of Rath
Purpherous, God of the Forge
Krenko, Mob Boss
Godo, Bandit Warlord
Urabrask, the Hidden
Crack the Earth
Squee, Goblin Nabob
Dictate of the Twin Gods
Decree of Annihilation
Koth of the Hammer
Daretti, Scrap Savant
Hammer of Purpheros
because wizards has always hated red. they view it as the "low skill" color that just turns everything sideways and bolts the opponent's face.
let's look at red's share of the color pie
heavily nerfed over time. the best burn spells in standard are a shock+, a bolt that only hits creatures and only does 2 if you haven't cast enough spells yet, and a 3 mana rare sorcery that no one plays.
nerfed for eternity (was nerfed because BLACK was too good at land destruction)
>non-permanent fast mana
nerfed for eternity. the good ones that wizards accidentally printed are banned.
blue/white and blue/black have the best dragons in standard. no one plays the red/green dragon.
wizards hates red, and goes out of their way to keep it weak. compared to blue, red is a fucking joke.
>past in flames
red is the color that gives spells in graveyards flashback. that is strictly red's thing.
so why did they make snapcaster mage blue?
because wizards knew snapcaster mage was a good card, and they wanted to make sure red did not get it and it went to their favorite color. wizards deliberately chose to break the color pie to keep red weak and to keep blue strong.
"Cool" as in?
Last I checked Red wasn't about any flashy maneuvers or making the other guy lose half his deck. Red's about blowing the other guy the fuck up, and they do that pretty well.
tiago suggested it be blue
and maro just accepted it
because taking it away from red and giving it to blue fit his agenda. tiago had played right into maro's hand. and (more importantly) given maro deniability, so years later retarded blue shills like you could just blame everything on tiago instead of the wotc lead designer who ok'd tiago's design.
Blue is only good because of inherited design flaws from early in the game's history. Red is deliberately weakened because of its narrow, albeit powerful, inherited design philosophy from early in the game's history.
If red is so bad why is Scalding Tarn considered the fetch-land that grabs the 2 best colors?
Why is lightning bolt the most played card in Modern?
Why is Red the most played color in magic?
Seriously check out MTGGoldfish's Metagame breakdowns of legacy and modern and standard and count the number of decks with red in them.
>>>44851511 Wood Elemental
...pretty sure you're thinking of Red.
Red isn't that bad in most formats, but it's design space is tiny and what little it does get is constantly stolen and improved upon by the other colors. All it has left to itself is burn - and even that isn't 100%.
Black's -1/-1 is better, and there's a white burn spell for some reason.
My proposed solution is to give red two things mana rituals like seething song, and the ability to blow up any permanent easily. It's already done, it just needs to be done better. They've nerfed burn and red creatures, time for a little something in return damnit.
Red isn't bad but it's not very diverse. I like the additions of looting/backwards looting, temporary exile drawing, and even menace recently, but it doesn't come close to how well Wizards managed to patch up green from having tons of people whining about how underpowered it was in comparison to the other colors to being damn near better than blue in some formats.
even outside of MTG, red colored and themed factions in games have a tendency to favor brute tactics of some sort. Whether it's direct damage abilities, powerful units, or just zerg swarming, they tend to be simple, but powerful. Meanwhile, blue tends to be more indirect, being traditionally considered a more calm, tactical color. Thus, it's easy to realize when something red is OP since it's just brute "i hit shit hard" factions, while blue tends to be harder since its shit has more complicated effects with more potential implications. There are a couple rare exceptions to this though.
To be fair, most of the elements of blue have also been nerfed, and at some of the high points of red burn as an archetype (sligh, goblins), they used shock.
The issues with red to me is how poorly it scales and that it doesn't have much (redirect spells I guess?) non-permanent interaction and somehow also manages to have 0 interaction against enchantments, because reasons.
>red is the color that gives spells in graveyards flashback. that is strictly red's thing.
It's literally the strongest two drop creature in all of Magic that you don't have to build around, what more do you want?
the major blue mechanic that has been nerfed is counterspells. wizards that two mana was too little to pay for a hard counter. this is why the actual card counterspell was not printed in any modern-legal set, and has been replaced with cancel.
but wait - there are plenty of sub-3 mana counters, including one and two mana hard counters. yes they are conditional, but they exist and in huge numbers (including standard, which includes silumgar's scorn, a copy of the card counterspell if you have a dragon)
compare this to red. wizards has said that 3 mana is too little to pay for a land destruction card. when was the last time a sub-4 mana land destruction was printed.
peak eruption. red only gets to break the rules when it destroys other red decks. blue gets to break the rules all the fucking time. because wizards wants to keep red weak and keep blue strong.
>the major blue mechanic that has been nerfed is counterspells
That and cantrips. You are also ignoring the insane amount of hate countermagic has gotten. They've actually toned down the amount of hate red has gotten since 9th edition (though to be fair the starting point of circle of protection: red is pretty insane.)
>blue gets to break the rules all the fucking time
Hard counters below 3 isn't breaking the rules though. They don't want land destruction to be viable (boomerang has also not been reprinted since tenth) basically ever, counters, deck manipulation and draw are basically the core of blue and deck manipulation is the only one they could really get rid of.
but yes blue has more fun stuff than red.
one reason red's slice of the pie seems very small is that direct damage is treated by the playerbase as one or maybe two things if you separate damage to each and damage to target, however R&D seem to treat it as several abilities. damage to creatures and players (and now planeswalkers too) are different abilities that some times coincide, rather than restrictions on one ability. this is counter to things like counterspells or black removal, where only being able to target a subset of spells/creatures is treated as an obvious restriction/downside.
The whole philosophy is that red gets to do everything that the other colors can, except fast and worse.
Instead of going wide with tokens, red primarily gets stuff like Spark Elemental: fast, cheap damage for 1 turn.
Instead of card draw, red gets impulse draw or whatever, so use em or lose em.
Instead of enormous costly fatties, red gets somewhat smaller fatties with haste.
Instead of Control Magic effects, red has Threaten and its cousins.
Red is and always has been the color of "it doesn't matter if it's worse as long as I have it right now"
How many times do we have to say i? Time Sprial deliberately fucked with the color pie.
That said, I think flashback stuff is R primary, B secondary, U tertiary. Red likes to recur instants/sorceries, B does creatures, and U does artifacts.
>I don't know how to read
more OBVIOUSLY powerful. Lightning Bolt and Ancestral Recall were part of the same cycle, because the designers didn't realize how busted drawing 3 cards would be.
Also, put together a deck made of nothing but burn and a deck made of nothing but counters. See which one wins more games.
Garfield totally knew how broken Recall was, Recall was printed at rare while Bolt was printed at common
There just wasn't any real reason to balance the colors
Why do the colors need to be balanced against each other?
You build decks, you don't build piles of colors.
Yeah recurring instants and sorceries is only a thing red does
That's not flashback.
Blue used to get flashback; it also used to get direct damage. In Innistrad block, giving cards in your yard flashback was red territory, with the exception of Snapcaster.
Blue does it in a more sustainable way, while red generally does it for cheaper.
This is totally in line with the color pie. Its not out of character at all for a red mage to literally burn his memories to fuel the spell he needs to win this wizard battle.
Meanwhile, the blue mage is over there setting up some sort of value engine, but they need to put a lot of mana into it.
What even is the official flavor for the yard regarding spells?
Eidolon, Past in Flames, Goblin Guide, Swiftspear are all Legacy playable
Young Peezy is a straight up Legacy powerhouse
Faithless Looting can be ok
I don't know Vintage so can't comment on that, and Modern is a worthless format for kids and kikes so who cares about that
Why are red players the whiniest, most butthurt Magic players in existence? Other colors have been shafted more, and for longer, yet they're nowhere near as vocal about it as red players are.
So, should I buy her now? I'm testing her in Atarka and I'm going to side 2 of her. She'll probably go lower, but I want to be sure she won't go higher for whatever reason.
Red is exactly like the russians in flames of war. It's totally fine, but not a single fucking person that plays mainly them will ever admit that it's actually good/useful and will constantly bitch about it being underpowered when it's not.
Because we're filled with burning anger and emotions, anon.
The mono red deck is almost always a low-curve aggro deck with burn spells as the finishers. The decks that shut them down are slower, more controlling decks that take longer to win. So for the most part, games that you lose as a red player make all your cards useless and drag the game out. If you don't just concede, losing with mono red is pretty unpleasant. If I had to guess, the butthurt mono red players are butthurt because their losses feel really bad. It's an intended function of the game that red doesn't get things like Treasure Cruise, but imagine how many obnoxious, grindy games you could have won if it did!
Because the color pie is fundamentally broken.
Card advantage is blue's purview.
Every color should get card advantage.
Counterspells and stack interaction are the best answer to so many threats.
Every color should get some variety of stack interaction.
Red can keep copying/redirecting
Blue can keep counters
I don't know what the other three colors should get.
Every color does get access to card advantage. Not every color gets access to card draw. There's an important distinction that I suspect you might be missing.
I completely agree on stack interaction, though. Hell, Force of Will has always seemed incredibly red to me.
White does have the taxing effects, they should just put them to use more often. Or let them delay a spell. Black should be like its card draw: just like blue's, but now with more drawbacks (and hopefully more than boring ass pay N life). Don't know about green. I kinda like the idea of path to exile type effects being green like Song of the Dryads, maybe even as counterspells.
Speaking of this, is Goblin Dark-Dwellers a possible Jund card?
Its a 4/4 menace and k-command, bolt, abrupt, whatever for 3RR
But control is dead, and I want to play permission decks.
Permission decks were actually fun to play against back when wizards avoided good instant speed draw effects like the plague but then they decided it would be a good idea to make it so there's no way for an average deck to play around countermagic and it became so awful that they decided to nerf countermagic again and again.
I still think red has it worse though.
Sometimes in a block, to give each color something to do, they have to stretch the mechanics a little bit.
In this case, red gets domain over sorcery, and blue over instants.
It's tough nuts but that's how it goes.
I'd actually put Lightning Bolt and Dark Ritual on roughly even powerlevel, personally. Rit is probably a little more powerful in the strictest sense, but bolt is so much more flexible and universal that I think it balances out.
Basically, in decks that want Dark Ritual, it's one of the most important cards in the deck. Outside of those decks, Ritual is somewhat underwhelming. Bolt is almost always good.
All in all Red is fine.
Its main issue is that since its theme is mainly about Impulse and Aggression, that can sometimes narrow down what the color is allowed to do if they focus too hard on that. The other colors and how their themes always come off more open-ended.
That's not exactly it, but whenever blue wanted to draw cards or effect the board it had to (at least partially) tap out meaning the other player could do stuff for the next turn.
Also because they couldn't be very proactive during the opponent's turn if the opponent simply didn't cast anything then they couldn't do anything either. Both of those factors (which are really different elements of the same thing) meant that it was often correct for the aggro deck to just not cast things for several turns and fill their hand while maybe attacking with an elf or something.
Most of the time if a control deck had counterspell open and the opponent cast a 2 drop it'd be right to counter, so it was less 'thinking about what to stop' (although that obviously happened some) and more 'thinking about when to leave mana open'
but RG ramp often does.