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Amonkhet Complete Review: Red And White

Patrick Chapin continues his Amonkhet Complete Review with a double feature! Red and white have already proved their viability in Standard with Zach Stern’s SCG Atlanta semifinals appearance, but “The Innovator” has more than just Humans on his mind!

As we neared our first weekend of Amonkhet with more than two days to prepare, the format has been largely unexplored. The “emergency” ban of Felidar Guardian left a lot of players scrambling, and Week 1 was largely dominated by Mardu Vehicles. That said, there were still a fair number of new entries, and while I would be surprised if Mardu Vehicles wasn’t one of the defining pillars of the format, there’s a lot of potential space to explore to find the others.

As a starting point, you could do a lot worse than a 3/2 haste for three. Geier Reach Bandit doesn’t exactly get played much, though, so we’re going to need something.

Where Ahn-Crop Crasher gets its money, of course, is when you actually use the Exert ability. At that point, we’re talking about a dashed Goblin Heelcutter that doesn’t actually need you to recast it next turn, but that also won’t be able to attack next turn. However, one other advantage is that the “backup plan” is a 3/2 with haste (rather than a four-cost creature without haste).

The most obvious home for Ahn-Crop Crasher is in some kind of Red Deck Wins sort of jam. These decks haven’t been particularly strong lately, so it’d take a pretty meaningful buff. Fortunately, Amonkhet has several attractive options to consider.


Ahn-Crop Crasher really needs one- and two-drops to lead the way in order to maximize the value from removing a blocker. Red has been lagging behind white lately, but at least we’ve got some new options.

Soul-Scar Mage has a lot going on. To start with, it’s at least a Monastery Swiftspear without haste. Monastery Swiftspear was a cross-format all-star, and that’s already a fairly attractive deal.

Soul-Scar Mage also lets your burn spells shrink opposing creatures. At first blush, it might not seem like such a big deal, since we wanted to kill our opponent’s creatures with our burn anyway. However, the first time you Shock a Heart of Kiran that made the mistake of blocking your Soul-Scar Mage, a lot of things start to make sense in the world. It’s important to remember that your cards’ abilities are also improved by the Soul-Scar Mage, such as Chandra, Torch of Defiance and Glorybringer. It’s even a Human!

I don’t know if we can really Harsh Mentor maindeck, but it is nice against Vehicles. While it doesn’t actually directly target planeswalker abilities, damage from Harsh Mentor can be redirected to them. Some additional applications include Equipment, Duskwatch Recruiter, each individual activation of Walking Ballista (meaning they’ll take six damage if they want to put a second counter on one and then remove both counters to shoot the Mentor), sacrificing stuff to Yahenni, sacrificing Clues, activating creature-lands, and Evolving Wilds, just to name a few.

Harsh Mentor is likely to be a pretty relevant card for powered formats, thanks to its ability to punish fetchlands, Inkmoth Nexus, Arcbound Ravager, Cranial Plating, Spellskite, and so on.

While there are a lot of other fancy options you could play, Sunscorched Desert looks very appealing to me. It’s very “on-plan,” and that it asks no extra mana of you is a really big advantage compared to stuff like Westvale Abbey or Geier Reach Sanitarium. I wonder how this changes the calculus for cards like Sea Gate Wreckage? Some amount of Spire of Industry and/or Aether Hub might give us enough access to colorless mana to actually support Sea Gate Wreckage while staying focused on our red aggro strategy.

The list above goes a little higher up the curve than most previous red decks because of the possibility of playing Glorybringer, one of the absolute best cards in the set.

Glorybringer is an absolutely incredible blend of Stormbreath Dragon and Flametongue Kavu. I think it’s going to be one of the defining cards in the format, and not just because of its ability to find a home in Mardu Vehicles. For example, Ryan McDonough’s second-place list from this past weekend features a pair:


If Glorybringer were merely a 4/4 flying haste Dragon for five, it’d still be a potential discussion. However, you only have to Lightning Blast one creature to have more than gotten enough mileage to make it a good deal. Even just killing a 2/2 is often great value. For instance, let’s say your opponent taps out for a Gideon, Ally of Zendikar. If you cast Glorybringer and attack Gideon, you can exert the Dragon to kill the token, kill Gideon with the four damage, and you still have a Dragon.

While Glorybringer is great in aggro, it can actually do so much more. For instance:


This list probably has too many fives, but at least they are all great!

That said, I’m not a big fan of playing bad cards to try to make Goblin Dark-Dwellers good. There are enough good sorceries and instants; hopefully we don’t need to sink so low as to play Painful Lesson.

Yes, that list above has one. Some people just copy decklists without reading the reasoning behind the ideas. They may be well-served to learn a Painful Lesson.

Magma Spray is awesome. Shock was already great, and with Felidar Guardian banned, there’s a lot less need to be able to go to the face. Instead, we gain a powerful weapon against Scrapheap Scrounger, Dread Wanderer, Relentless Dead, delirium, and more.

I’m a big fan of Sweltering Suns. Cycling is a great addition to such a potent sweeper, even if it costs a fair bit to do so. In control matchups where you’d want to cycle it, the three-cost is less likely to be an issue. It’s a Radiant Flames that doesn’t require a third color! With Magma Spray so often at hitting for two and Cut//Ribbons hitting for four, Sweltering Suns does the right amount of damage.

A Flame Slash for two might still be worth considering. Mizzium Mortars saw a lot of play in decks that weren’t likely to overload it. Of course, Cut//Ribbons also comes with an X-Spell that ends games and sort of gives the card a bit of a Profane Command vibe. While Cut//Ribbons isn’t optimized for fighting Heart of Kiran, there’s no question, it’s going to be a staple of the format.


Cut//Ribbons is a particularly interesting addition to any sort of Madness deck, since you are still getting half a card out of it even if you pitch it to a Key to the City or whatever. It’s also nice to be able to get it out of your hand against a control deck, where, unlike most cheap removal, it can actually turn into a game-winning threat.

Speaking of Madness, Battlefield Scavenger isn’t the pushiest rate ever, but it could potentially appear in some sort of dedicated Madness deck. My concern is just how much competition there already is at the two-spot.


Whenever I start down this path, I always come back to how much we should probably just be playing Bomat Courier. Once we’ve got Bomat Courier alongside Key to the City, why are we not playing Scrapheap Scrounger? Once we’ve got Scrapheap Scrounger, why are we not playing Unlicensed Disintegration?

Hazoret the Fervent is definitely more of a one- or two-of than four-of when we should be playing it at all. It’s a bit clunky, but it’s kind of nice against midrange decks, both for its resiliency and the final points of damage it assists with. Generally, however, I am not as optimistic about Hazoret as many. Dying to Grasp of Darkness or Cast Out? That’s kind of a big pair of blind spots.

The fourth point of power goes a long way on Bloodrage Brawler, giving us new reason to look for Madness-type cards that don’t require extra mana up front. Scrapheap Scrounger, Aftermath cards, and Embalm cards all come to mind, whereas Incorrigible Youths is actually challenging to make work with the Brawler.

The card I’m most excited to discard is Honored Hydra.

Getting a 6/6 trampler for four is great, right out the gate. That we can also use the card to get some other gain is just gravy. What’s more, we might even just cast it as a six-drop sometimes.


It really takes a lot to make Flameblade Adept better than Soul-Scar Mage, or even just good enough, really.

While it’s tempting to try to use it in Madness aggro decks, maybe we’re actually just supposed to use it with cycling cards?


I don’t know. This just doesn’t seem like it’s taking us anywhere powerful enough to be worth the trouble. We’re going to be losing tempo cycling, and for what? I don’t think we’ll be regaining enough to catch back up.

Any cycling card for one is going to be worth keeping in mind, and this is the only one-cost red cycler in the set.

A fine niche sideboard card. Dual Shot is an instant but only hits two targets. Savage Alliance has other options but costs more. Blazing Volley isn’t breaking records, but it is efficient at what it does.

Bloodlust Inciter does for one mana what we’d usually have to pay two for. It’s even a Human!


Bloodlust Inciter giving Thalia’s Lieutenant, Hanweir Garrison, or Honored Crop-Captain haste is a big game.

If Honored Crop-Captain pumps up anything, we’re already ahead of the game. This is just so much damage without having to actually pay for it. Not as much as Thalia’s Lieutenant plus Hanweir Garrison, maybe, but not much is.

Glory-Bound Initiate is pretty respectable on its own, hitting reasonably hard and giving us some options for racing. Once you factor in Always Watching, however, the card actually gets downright good.

While I’m trying just one here, I could totally see playing more. The ability to double damage on your turn makes the card sort of play like Relentless Assault. Then, on the backside, you get Lunge without even needing an extra card.

You’ve come a long way, Dwarven Warrior!

In all seriousness, though. How much rate does it take before Dwarven Warrior is good enough? Not only is Pathmaker Initiate cheaper and bigger, it’s even a Human! I’m not overly optimistic about Pathmaker Initiate, but I think it would be wrong to dismiss it out of hand.

Already in Oath of the Gatewatch, but this version is a little stronger.

Worthy of sideboard consideration. Generally speaking, we’d usually be willing to spend a mana per artifact to buy a 2/2. However, By Force and Release the Gremlins are bound by our mana. If we don’t have enough mana to Release the Gremlins for the full amount, now we’re trading Shatters for 2/2s when we’re explicitly in the market for Shatters.

Cartouche of Zeal is at least worth considering, if only because it’s a Hammerhand upgrade. Getting to bounce Trial of Zeal is just a bonus.

Dealing three damage to a creature or player for three, at sorcery speed, is a little overcosted; however, if you ever bounce Trial of Zeal, you’ll quickly be getting value most burn spells wouldn’t give you.


Trial of Ambition is very promising, as a two-mana Edict would probably see some play, even without Cartouche synergies.

The key to finding the proper home for Trial of Ambition is probably going to be finding a way to use it without getting too crazy and making too many odd choices to try to maximize it…

…Right?

…Right?!


I don’t know the right mix yet, but I’m really into the mana efficiency of Cartouche of Zeal and Cartouche of Solidarity. I’m also intrigued by the Cartouches with prowess in general.

Cartouche of Solidarity is 2/2 worth of material, spread across two bodies. Half gains vigilance, the other half first strike. It’s a little tricky to find a home that can appreciate every part of the card, but I think it’s going to ultimately prove good enough. Where, however, is going to take some work.

Combat Celebrant is the sort of curiosity that is unlikely to pan out; but every once in a while, such an oddball sneaks past. When it does, it’s usually because of how much the interaction everyone plays doesn’t quite line up right on a given weekend. Unfortunately, I don’t think that’s how this one is going to play out this time. Still, here’s an attempt:


Combat Celebrant is kind of sweet with Glory-Bound Initiate and Toolcraft Exemplar, since both trigger at the beginning of combat, meaning you get a better multiplier on the second attack. Toolcraft Exemplar attacks for three and then five.

Trueheart Twins is ostensibly an “Exert build-around;” however, it costs five and the best Exert card is the five-cost Glorybringer.

The new red Unstable Mutation has three basic things going for it.