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CardShark Content - Wenhao Xia (4/13/2004)

Continuing with my Darksteel set review, I will now be looking through the red cards in Darksteel. I will be reviewing the red cards from inflame - Vulshok War Boar
Vulshok War Boar
Vulshok War BoarSet: Darksteel
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Beast
Rarity:
U
Number:
72
Artist:
Pete Venters
Power:
5
Toughness:
5
Text:
When Vulshok War Boar comes into play sacrifice it unless you sacrifice an artifact.
. Once again, each card will receive a constructed rating as well as a limited rating. Ratings range from 1-5, with 1 being the worst and 5 being the best. Keep in mind that these are my opinions only and my opinions may not be the best. You are free to judge the cards on your own. Now let’s get started…

Inflame
Inflame
InflameSet: Prophecy
Cost:
1
Color:
Red
Type:
Instant
Rarity:
C
Number:
91
Artist:
Eric Peterson
Text:
Inflame deals 2 damage to each creature dealt damage this turn.

Constructed - 1
Limited - 1.5

This card is not very useful in constructed. It doesn’t kill a creature directly, but a creature that has been damaged, which makes this card incredibly hard to use. There isn’t a good deck that can use this card. The only deck that maybe able to use it is goblin, but there’s simply much better card. This card has never been very good, and it’s not about to change.

In limited, this card is a bit better as you’ll sometime have to chump block a creature, and this will kill it, but you’ll still lose card advantage through this card. Plus, this card is way too situational to be put into a deck; you’ll usually just stare at the card face and wish that it was a shock instead. In the end, don’t play with this card.

Krark-Clan Stoker
Constructed - 2
Limited - 2

This card is quite interesting in constructed. I gave it a two for the reason that this card can be used to boost the mana needed by many deck, though I don’t know how good it is because the price of having to sac and artifact. A truly interesting deck to put this card in would be the rogue deck that features trash for treasure, not only will this put artifact in your graveyard, it’ll also help you get the mana for trash for treasure. This might also be helpful in Char
Char
CharSet: Ravnica City of Guilds
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
117
Artist:
Adam Rex
Text:
Char deals 4 damage to target creature or player and 2 damage to you.
belcher deck due to the incredible little amount of land they use. In the end though, I have a feeling that this card won’t really be used as it cost three, which doesn’t really the mana that much, and it’s a creature, which means it’s not very dependable.

In limited, it receives the same rating, as it’ll help fuel a high mana creature early, but won’t be really that useful. Especially with the addition of myrs, it’s usually much better just to take a myr than this card. I don’t think this will be played much in limited, and I’ll take a lot of other red card before I’m forced to take this.

Pulses of the Forge
Constructed - 3.5
Limited - 4.5

This, in my humble opinion, is the best of the pulses. The reason being that you can always lower your life total by mana burning yourself. In constructed, this can be used as a kill condition or just more damage source in a goblin deck. It’s too bad that it doesn’t kill creatures. The reason it didn’t receive much higher than a mediocre is the reason that there isn’t really a deck that this card can fit into right now. It would be perfect in suicide black, if you can find two red mana every game. (Usually not possible as suicide black have a strong commitment to black mana) I believe that there will be a deck that can really abuse this; we just haven’t found it yet.

In limited, this is a bomb card. You will always want to have this card in your deck. The only reason it didn’t receive a 5 was because it requires two red mana. Usually, in a lot of games, the winner is often decided by who has the most evasion, because ground is often times locked up in a stalemate. And there is no better evasion than direct damage to the head. Let’s say that you and your opponent are both at 8 life, and have about the same amount of creature to create a stalemate. With this card, it’s a simple matter of at the end of your opponent’s turn, burn yourself for five, then burn him for 8 on your turn. (Hopefully, by this time, you have six mana already) In the end, this is a great a card. Too bad it’s not splashable.

Savage Beating
Savage Beating
Savage BeatingSet: Darksteel
Cost:
5
Color:
Red
Type:
Instant
Rarity:
R
Number:
67
Artist:
Matt Thompson
Text:
Play Savage Beating only during your turn and only during combat. Choose one -- Creatures you control gain double strike until end of turn; or untap all creatures you control and after this phase there is an additional combat phase. Entwine 1R.

Constructed - 2
Limited - 4.5

In constructed, this card can’t really be used that well. It can be used as a kill card for goblins, but the five mana is a bit too much. I would much rather have a siege gang than this as it’s more solid. This card is also used as an infinite combo with Spellbinder
Spellbinder
SpellbinderSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
R
Number:
143
Artist:
Ron Spencer
Text:
Imprint When Spellbinder comes into play, you may remove an instant card in your hand from the game. Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card and play the copy without paying its mana cost. Equip 4
, and I think that’s where one can use this in constructed. Any evasive creature quipped with a Spellbinder
Spellbinder
SpellbinderSet: Darksteel
Cost:
3
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
R
Number:
143
Artist:
Ron Spencer
Text:
Imprint When Spellbinder comes into play, you may remove an instant card in your hand from the game. Whenever equipped creature deals combat damage to a player, you may copy the imprinted instant card and play the copy without paying its mana cost. Equip 4
that has savage eating on it is game over for your opponent. This combo is hard to pull of though, as it requires seven mana if you don’t want your opponent to disturb your combo. In the end, I don’t think this card will be used much in constructed.

In limited, this is once again a bomb card. You will want to play this is you’re playing red. An entwined savage beating is almost always game over for your opponent if your opponent has no spell in his hand that would prevent it. Even a regular savage beating is hard to beat. In the end, this card is simply what the card say, a savage beating for your opponent.

Shunt
Shunt
ShuntSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
68
Artist:
Greg Hildebrandt
Text:
Change the target of target spell with a single target.

Constructed - 2
Limited - 3.5

I really don’t get it. I think wizards is trying as hard as they can to make blue as weak as possible. They moved another of blue’s mechanics to another color. I don’t see how deflection can be red, it always seems very blue to me. Anyway, I don’t think this card will be used much in constructed, deflection was always a sideboard card, and Shunt
Shunt
ShuntSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
R
Number:
68
Artist:
Greg Hildebrandt
Text:
Change the target of target spell with a single target.
will suffer the same fate. This might even be worse than deflection as it sot two red mana, and deflection only cost one blue. But both are not going to be main deck material.

In limited, this is a good card if you can afford the two red in its casting cost. A deflection spell in Mirrodin block environment will almost always give you a two for one. There are numerous amount of spell out there that target something, especially the artifact destruction and creature destruction spell. I’d always play with this if I can afford, it’s too bad that this is not splashable.

Tears of Rage
Tears of Rage
Tears of RageSet: Darksteel
Cost:
4
Color:
Red
Type:
Instant
Rarity:
U
Number:
70
Artist:
Pete Venters
Text:
Play Tears of Rage only during the declare attackers step. Attacking creatures you control get +X/+0 until end of turn where X is the number of attacking creatures. Sacrifice those creatures at end of turn.

Constructed - 1.5
Limited - 3

This card have a similar effect to a card printed long tine ago, I don’t know if anyone still remember this card but it was Marton Stromgald
Marton Stromgald
Marton StromgaldSet: Ice Age
Cost:
4
Color:
Red
Type:
Creature
Sub Type:
Legend
Rarity:
R
Artist:
Mark Poole
Power:
1
Toughness:
1
Text:
If Márton Stromgald attacks, all other attacking creatures get +*/+* until end of turn, where * is equal to the number of other attacking creatures. If Márton blocks, all other blocking creatures get +*/+* until end of turn, where * is equal to the number of other blocking creatures.
. Tears of rage have the exact same effect but it makes you sacrifice your creature afterward. I would like to say that it can be used as a finisher in goblin, but you can only play it before blockers are declared, making this not very effective. In the end, I don’t think this card will be used much in Constructed.

In limited, this card is suicidal, but not bad. If you have one or two more creature than your opponent, even if they are just pest tokens, you can attack all out and use this card. Usually, if your opponent doesn’t have some sort of trick up his sleeves, you’ve won the game, and if your opponent does have some sort of trick up his sleeves, you’ve usually lost the game. (The counter attack usually will kill you) I would take this card higher with more creatures I have, but realize that this is a desperate suicidal attempt.

Unforge
Unforge
UnforgeSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
C
Number:
71
Artist:
Kev Walter
Text:
Destroy target Equipment. If that Equipment was attached to a creature. Unforge deals 2 damage to that creature.

Constructed - 1
Limited - 3

This card won’t be any good in constructed. It’s too situational based and won’t do a lot. The only deck that aggressively used equipment is white weenie and there is much better card to use that Unforge
Unforge
UnforgeSet: Darksteel
Cost:
3
Color:
Red
Type:
Instant
Rarity:
C
Number:
71
Artist:
Kev Walter
Text:
Destroy target Equipment. If that Equipment was attached to a creature. Unforge deals 2 damage to that creature.
. In the end, this card won’t be any good in constructed.

In limited though, I would take this card as everyone will want to play equipment like Bone splitter and Vulshok Morningstar
Vulshok Morningstar
Vulshok MorningstarSet: Darksteel
Cost:
2
Color:
Colorless
Type:
Artifact
Sub Type:
Equipment
Rarity:
C
Number:
157
Artist:
David Martin
Text:
Equipped Creature gets +2/+2 Equip 2
. And this card will grab you a two for one almost every time. Wait until they attach the equipment to something though, because they always will, then you can destroy the equipment, not only dealing two damage, but also making them waste their mana in the equip cost.

Vulshok Warboar
Constructed - 2
Limited - 3

This card, once again, is not made for constructed. While it has a good power toughness ratio, it also cost two red and requires the sacrifice of an artifact. Now if this card was colorless, then it’ll be really good in some decks (Ravager affinity) the problem comes with the two red mana. Although it can still be worked in ravager affinity, I don’t think it’ll be as good. Goblin deck certainly can’t use it as they don’t run a lot of artifact. In the end, I believe that the only deck that can effectively use this is Ravager affinity.

In limited, this is better as you’ll have more artifact than in constructed. But you’re still getting a card disadvantage. While this is an incredibly solid creature, it doesn’t have anything special attached to it. There isn’t evasion or sick ability’s like Spikeshot. While it’ll be incredibly good if you can turn two Myr and turn three this, it can still be stopped, by something with a Bone Splitter or a combine block. I would take this card higher if I’m missing solid creatures, but I believe that it’s just mediocre.

That’s all for the red card in Darksteel. Looking through all of the red cards, I feel that it’s an incredibly powerful color in destruction and bomb spells, but incredibly lacking in good solid creature. This makes red a good color to combine with. My favorite would have to be the red green deck. You’ll have artifact destruction up your nose and you’ll still have good solid creatures. (But you’ll be missing in evasion) I also use red blue as it’s another good color combination. Anyway, I hope you’ve learned something from this. Keep on improving everyone!


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