Red

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Red is one of the five colors of mana in Magic. It is drawn from the mountains and embodies the principles of impulse and chaos. On the Color Pie, it is allied with black and green, and is enemies with white and blue.

Philosophy

Red looks on the world and sees adventure. Life is a chance to experience something - many things - and for Red, there is no more worthwhile endeavor than to enjoy life by the adventure it offers. Experiences are what life is about, and to appreciate the full range of life's experiences, Red lives by emotion. What makes one laugh, what makes one cry, what one hates and what one loves, these make up what person is. A person can look only to these, believes Red, to find one's wishes and desires in life. Deny these, and life is meaningless.

To accord with its beliefs, Red seeks out new experiences, and new ways to express itself, and seizes on them. It finds these ends in the complementary pillars of Impulse and Chaos. Impulse, to Red, means emotional action. By acting (doing) as one's heart desires, one can only find happiness with the experience one has to show for it. With Chaos - random action - Red creates the freedom for any one to express his or her emotions. In a sense, by opening up new possibilities, Red's Chaos frees novel experiences from the "lattice" of the status quo.

In valuing emotion and adventure so greatly, what Red truly prizes is freedom. To live life the Red way - passionately and imminently - Red must be able to act on its impulses, doing what it feels each moment without delay. It doesn't want to be censored or controlled, because when one's passions are shackled from action, a person cannot be who he is. To disallow him to be who he is, is to destroy him; in Red's view, censorship is death. As such, the idea of rules, of pinning someone to one course even if his emotions urge him down another, is atrocious to Red. Where Red can see, those who dare to speak of rules and limits will meet with a furious ultimatum to shut up. Red will fight against anyone who restrains anyone else, and the tools that Red uses to make this point, and those it uses to seek its own richness of passion, are the basis of card design for Red.

The Red Individual will from this point on be referred to as Charlie, if only for simplicity's sake.

Relationships and Principles

Charlie's defining characteristic in interacting with other beings is his passion. Love is not hard to define for Charlie, it is beautifully simple. It is caring about another individual and to a smaller extent, a sub-group, such as a family, as much as you care about your own self if not more. This can often verge if not go skittering over the verge into recklessness (Explaining cards like Mogg Fanatic and red creature's tendency to sacrifice themselves. Black sacrifices for the long term, for power, white for the good of the whole, and red because it is so wrapped up in getting what it wants it ceases to care about its own survival) Love is passion to Charlie, to him they are one and the same.

That being said, Charlie feels emotions deeply. Words like 'slightly' or 'sort of' or 'half-way' are meaningless to him. That isn't to say that his emotions are simplistic or easily explained. He swings back and forth; Charlie is by nature a creature of extremes. Joy and sorrow, bloodlust and apology all swirl within him. This explains his dependence on extremely powerful, erratic and direct magic at the cost of card advantage or long-term gain. As a passionate person, Charlie, like to some degree, Spike in black, doesn't care how much he hurts himself as long as it hurts the opponent just as much (examples include Flamebreak, Bloodfire Colossus, Earthquake).

As an adventurer, Charlie is always looking to grow either physically mentally or spiritually. Any new ideas, as so long as they don't involve law or order, are eagerly and recklessly examined and adopted. Charlie himself is never the same, yet his goal in the game is always the same. To beat you and have fun doing it, using as much passion, fire, stone, Goblins, Dragons and lightning bolts as he can find to chuck at you.

A neat way to look at it is through the element Charlie uses most often: Fire. Fire needs new fuel in order to keep its intensity, to expand. If it stays still, fire will fizzle out. So the need for new adventures, ideas, is what keeps Charlie who he is. Examples of this desire to grow can be found with cards like Ashling the Pilgrim and Taurean Mauler.

Strengths

Charlie acts without hesitation. As has been made manifestly clear, he doesn't believe in pauses, lulls or breaks. Charlie wants to experience life in all its myriad forms. Charlie is strong, emotional and impulsive. He is a tolerant person; the one thing that truly presses his buttons is someone telling someone else what to do. As noted by other color-theorists, Charlie will break rules that don't even effect it just because he can. Charlie will always support the individual against the group.

Contrasted with Charlotte (the term for a person who would embody White) Charlie's appeal to others is based on his strong sense of self. Charlie is charismatic, poetic and artistic. Most art forms and even the idea of self-expression stem heavily from Charlie. People automatically warm to him, that internal fire is in everything he does.

While Charlotte can always be counted on to do what is popular or in accordance with her rigid set of morals and concepts, you can expect Charlie to always do the unexpected. Charlotte depends on people considering the good of the group and neglecting personal growth, Charlie asks the group to think "What do I get out of this? Wy should I listen to what someone else says?"

Charlie makes people consider their needs. Self-gratification is one of the tools Charlie uses to sew dissension and discord in the ranks of White and Blue. When members of a group start questioning the motives of their leaders, chaos (Charlie's ballywick) erupts.

Charlie places a great deal of emphasis on combat, believing that at its core, life is a meritocracy; the strong will rise and the weak should either fall or get out of the way. This is not to say he has no compassion, just that his compassion for others is limited to lovers, family members and friends. Everyone else can go screw as long as those Charlie cares about are taken care of. In combat he believes the best fight is a short fight, thus the mechanics haste and first strike being predominantly Red abilities. While Charlie respects a fair fight and respects a worthy opponent, he doesn't take it to what he considers ludicrous extremes like Charlotte. Meaning that he will do what it takes to win, he won't neglect an advantage *he shares this first trait, respect for the opponent with green, and the desire to take advantage of all loopholes with black*. Charlie knows that endurance isn't his most stunning quality, so he is invested with winning quickly and with as much force as possible.

Weaknesses

His weaknesses are the exact same as his strengths. A thinking opponent is simultaneously at a disadvantage and advantage when facing off against Charlie. On the one hand, he can count on the fact that Charlie will nearly invariably act first and think second, giving a calculating opponent a good chance of anticipating Charlie's moves. However, here lies the problem, Charlie is so passionate he will do things that his opponents will view as utterly incomprehensible and reckless (such as damaging himself to hurt the opponent, discarding cards at random from his own hand to get a bigger bang out of a spell or risking it all on a long shot). Unpredictability is a huge strength of Charlie's.

Hand in hand with unpredictability comes his lack of endurance. Charlie, as mentioned, wants to win and do it fast. He can't handle being restrained by rules or edicts, a lockdown is usually fatal to Charlie as he will use up all his resources in one massive, fiery attack hoping to immolate his foe.

Hedonism is a notable weakness of Charlie's. He loves physical sensation so much it is easy for him to become addicted to pleasure. His enemies know this and attempt to capitalize on it, which either has the effect of pacifying him or enraging him further if he sees through the bribe attempt.

His passion also empowers him and is vulnerable to manipulation. Charlie will do anything to protect those he loves, if an opponent manages to gain leverage over a loved one or Charlie's emotions for them, Charlie would rather lose or die himself than have harm come to someone he loves.

Values

Charlie puts a great deal of emphasis on action. He believes that thinking over an emotion, analyzing it to death, is to condemn it and by association himself. So he accepts emotions as they come, recognizing them as parts of himself that need to be heard. And by heard, he means acted upon.

Charlie acts with passion, doing something half-heartedly is a foreign concept. Chaos is another staple of his beliefs, a world with titles, rules and regulations castrates and limits the possible adventures one could have. Logic, the idea of linear progression of events, irritates Charlie to no end. Life just doesn't work that way, according to him. Blue would love to reduce life to a mechanistic, precise series of actions and reactions, devoid of emotions. This world view is something red views as antithetical to living, to loving, to experiencing the world.

Blue's dependence and synergy with artifacts is yet another thorn in Red's side. While there are a few artifacts that reward Charlie for playing with them (Dragon's Fang and Iron Star to name a few), they are most often used effectively in Blue. Artifacts are emotionless, cold, without soul or longings. Even worse, artifacts represent order and logic, and are frequently used to enforce laws that Charlie considers arbitrary and unfair *read: any laws*. So Charlie does what he does best: Shatter, Shattering Spree. Sometimes there is even a way to get all of those pesky machines out of the way Shatterstorm. Sometimes there is even a way to punish an opponent for playing with machines (Viashino Heretic being a shiny example here). Along with Green, Red holds the only real, permanent answers to the unnatural spread of artifice.

Which brings us to another sub-theme of Red, trickery. Charlie, compared to all the other colors, has a sense of humor. He loves a good joke. He loves turning that Sword to Plowshares you were aiming at his Kilnmouth Dragon around and making it target your Akroma instead using Shunt. Trickery takes the idea of linear progression, order, and drop kicks it. Life is chaos, Charlie maintains, any rules you make can just as easily be used against you. Don't fight your nature, embrace it. Have a little fun.

Interactions with other colors

Agreements

Red and Black: In Black, Red sees another color who just isn't afraid to enjoy itself. Red and Black, when put together, are the most individualistic color pair; their common enemy, White, feels a need to create a lawful society, which clashes with Red/Black's desire to just have fun and live without any rules at all. In addition, Red and Black are two of the most destructive colors when paired, and have the most land destruction between them.

Red and Green: In Green, Red sees another color that embraces its emotions on a fundamental level. Green's natural instincts and Red's emotional impulses, when put together, create a very short-sighted and disorganized, and yet very focused color pair that infuriates anybody going against it, especially Blue (Red/Green's common enemy), which finds Red/Green's short-sightedness repulsive compared to its careful contemplation. Also, since Red and Green put most value into emotions and impulses, artifacts, which represent the emotional sterility of technology, are considered abominations and are incredibly easy to bash to pieces. Red and Green, when put together, are the most aggressive creature colors, with such mechanics as trample and first strike being commonplace; if something can't be run over by Red/Green, then to them it's not worth bothering with.

Red and White: When Red and White agree, it's usually more out of respect than actual ideological agreement. Red admires White's ability to gather large, well-organized armies for its cause, much like how Red can gather large, ill-organized mobs for its own cause. In addition, Red also respects White's sheer devotion to a lawful society, which mirrors Red's devotion to a very chaotic and anarchic one. While Red disagrees with White on what an ideal society is, Red acknowledges that White does care about the fate of the people at large in the society it's trying to create. And of course, Red shares White's "smack the other side first" method of dealing with a threat. Red and White, when working together, end up with a very large army comprised of individually small creatures, all fighting for a common cause. Whether that cause is law or chaos depends on how much Red there is compared to White in that particular group.

Red and Blue: Red and Blue's agreements can be summarized in one sentence: Red and Blue both hate being tied down by society's limits. While Blue mostly wants to learn how to subvert society to gain knowledge, Red wants to subvert society to gain freedom. Hence, when Red and Blue agree, it's the overlap between the quest for knowledge and the quest for freedom; specifically, Red and Blue put together are incredibly unconventional thinkers, and have spontaneous bursts of creativity. Red and Blue, when working together, are heavily concerned with instants and sorceries instead of creatures, as bursts of pure magic aid Red/Blue's creative process more than a static being.

Disagreements

Red and White: In White, Red sees a color that has ultimately lost sight of the individual in the quest for a perfect and lawful society. In Red's eyes, even if a White government would result in a completely safe populace, it comes at the loss of civil liberties and individual voices; in short, a White society is nothing short of fascism to Red, and is completely reprehensible. The main conflict between Red and White is Chaos versus Law. Red feels that chaos can be put to good use, and that an anarchic society would ultimately end up with enough individual freedoms to embrace life to the fullest, as opposed to a sterile, law-centric, and dictatorial White society.

Red and Blue: In Blue, Red sees a color that has completely buried emotions in favor of careful, rational thought. Blue seems to completely overthink and overstudy everything, and Red feels that Blue would be much better off abandoning that in favor of listening to feelings and impulses. In Red's eyes, while White at least cares about the people that it's trying to serve, Blue simply doesn't see the need for a person at all outside of study fodder, and has buried the human soul completely in order to try to create perfection. The main conflict between Red and Blue is Impulse versus Logic. Red feels that impulses make human beings who they are, and that any attempt to logically define humanity is impossible; after all, human emotion by its very nature is chaotic and impulsive, and to Red, that's what defines a human being.

Red and Black: Red occasionally can't understand why Black thinks as much as it does. Yes, Black is certainly capable of enjoying itself, but Black can get too caught up in the long term to truly just have fun. Also, Red can't understand Black's willingness to cause human suffering. When Red causes suffering, it's usually unintentional, and Red feels bad about it afterward. However, Black not only causes suffering when it acts, it sometimes goes out of its way just to make others suffer. This utter heartlessness keeps Red from completely agreeing with Black's methods.

Red and Green: Red sometimes notices that Green is too unwilling to just care about itself. Of course, Red sees value in protecting loved ones and close friends, but sometimes Red is astonished at the lengths Green will go to in order to preserve life that Green doesn't even know about. Also, Green can occasionally seem very blind to threats. While Red will usually strike first and try to get rid of something before it attacks, Green usually seems content to leave something alone until it does attack. In Red's eyes, this seems very foolish; just because something isn't attacking NOW doesn't mean that it won't LATER. Even this, to Red, is only a symptom of a larger problem of Green's; while Red is highly dynamic and constantly changing, Green will actively seek to prevent change from happening, and this causes the most strife between the two colors.

Flavor

Red is the color of emotion, impulse, and action. Red sees things in terms of doing, not thinking, and would sooner act now than wait and think about its actions. Red likes to do things as quickly and with as much power as possible, heedless of danger or complication. In its own eyes, its actions are unrestricted and free.

To that end, Red cares little for slowness or control; it would rather just do. Red employs damage, and emphasizes damage through direct means, much greater than by creatures, and far greater than "technical" spells. Red opposes White because White begets the control that Red spurns. Red opposes Blue because Blue's rejection of the "irrational" in its systematically rational approach to life is in direct opposition to Red's highest esteem of emotion (this is the objective against the subjective). At best, Red is independent and free-spoken. At worst, it is dangerous and rash.

Red mages take their most devastating actions when are challenged at the core of their philosophy. Red is the range of personalities that will not travel to the mountain, they let the mountain travel to them (Explosively!). Anything standing in the way of Red will face at least as much destruction as is necessary to blow the obstacle away. When Red meets Red, the flames get high!

Rules

Red is the color that has the most direct damage (e.g. Lightning Bolt and Fireball) and is often used in aggressive decks. Red creatures often feature high power and an emphasis on "damage" abilities like haste or double strike, at the cost of durability. Red is arguably the fastest color on its own, owing to its single-minded focus on getting what it wants to and nothing more. The creature types Goblin and Ogre are primarily red, and several decks based on Goblins have been created.

Mechanics

The following keywords are primarily associated with the color red: Haste, first strike, double strike, flying for dragons, trample secondary to green, rampage

Card Drawing

Like other colors, red has a few cards that allow you to draw more cards, but always at the price of discarding the cards you already have in hand, since red is impulsive and throws away what it has in favor of something new. Wheel of Fortune and Sensation Gorger are examples of this side of red. Browbeat exemplifies red's use of force to impose its will.

Combat

As the primary martial color along with white, red receives a number of abilities that help it dominate the battlefield. First strike and double strike represent red's speed in a fight with cards like Anaba Bodyguard and Ridgeline Raptor. Flanking, on the other hand, reflects red's skill and prowess with cards such as Agility. Though the majority of creatures with trample are green, it fits well with red's beat-'em-up philosophy as seen on such cards as Sunrise Sovereign and Orgg. Likewise, rampage, as seen on Ærathi Berserker and Frost Giant, displays red's focus on rage and blind aggression.

Direct Damage

Red, angry and impulsive, strikes down any opponent with spells and abilities dealing targeted and global damage (such as Shock and Pyroclasm respectively). Along with blue, red invests in magical power with instants and sorceries, especially the latter, but where blue's magic comes from careful study, red casts spells fueled by raw emotion. Originally, blue was the premier color for creatures that can tap to deal direct damage, but this ability eventually moved to red (note the change from Prodigal Sorcerer to Prodigal Pyromancer, for instance).

Haste and sacrifice at the end of turn

Red's aggression pushes it to move quickly, and as such many of red's creatures can attack and activate the turn they enter play. Cards like Raging Goblin and Fervor show off this side of red. Some haste red creatures sacrifice at the end of the turn they were played, effectively acting like direct damage, such as the inconic Ball Lightning or Spark Elemental

Mana Production

Like its ally green, red can produce mana to speed up its spells, but its shortsightedness leads it to throw away resources that could be used better in the long run for a larger boost in the short run. This ability was originally found in black but was later moved to red, with cards like Seething Song taking the place of Dark Ritual. Other red mana producers include Skirk Prospector and Grinning Ignus.

Randomness

Red's blind passion can hurt itself and others indiscriminately. This is reflected in cards dealing with coin flips (Mana Clash) and random card discard (Gamble).

References