See Red

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

See Red

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+1 and has first strike.

At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice See Red.

See Red Discussion

multimedia on Davy Jones Pt.2

4 months ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

MurderForBrunch on Unblue Unblockable

1 year ago

Hi! It looks like a cool idea. Although I would probably suggest to go even deeper in the unblockable sinergies. I think I would add stuff like Blossoming Defense to protect your creatures from removal, and increase damage, and also maybe Titanic Growth to pump even more. Also, other great stuff to consider could be See Red for example.

On the other hand, I think I would cut the Tilonalli's Skinshifter. The greatest downside of that card is that it only copies a base version of the creatures, with no aura or equipment effects, and it's a 0/1 in your opponent's turn. Something like Goblin Chainwhirler kills it, and even Fungal Infection kills it! haha

Finally, although I like Skirk Prospector I don't think this deck is taking all the profit it has. I think a couple more Llanowar Elves would be better, or maybe even Draconic Disciple which is a pretty good mana sink in the late game.

Anyway, those are my comments. In general I would say is a cool deck idea, have fun brewing! :D

AdmiralKeg on Red Valduk/Champion Of The Flame Auras

1 year ago

Yes, i bought 4xLightning Strike, they didn't arrive yet.I did not know the existance of See Red, thanks a lot!

Poaralion on R/W Equip & Auras

1 year ago

Yeah, I feel the same for Valduk with cards like Grand Warlord Radha or Tilonalli's Summoner.

Cartouches are a solid card in aura deck. Curious Obsession is also nice but not your colors sadly. See Red over Frenzied Rage maybe ? Another first strike for Kwende.

Poaralion on Blades of Boros

1 year ago

Hey really like the deck, Champion of the Flame is such a fun card.

I would cut Tiana, Ship's Caretaker, a bit slow and heavy for your super aggro deck I think. Blackblade Reforged also might not do enough work cause you want to end the game pretty quickly. Consuming Fervor is a brutal +5/+5 for one mana on champion. Maybe See Red for more first strike.

Supahpikmin on Booty Bandits

1 year ago

Hi TheAmazingRebel, I playtested your deck against a control deck and an aggro deck, and I have some suggestions for you.

First off, your pirate picks are quite solid. There's great synergies between evasive creatures and enchantments/Brass, and your curve looks good in my opinion. Your lands look pretty good, and you didn't overdo the removal.

Here are my thoughts of what you can improve on:

your land count of 23 is pretty solid and almost guarantees you'll have the mana to keep pumpin' out pirates. However, Cinder Barrens and Fetid Pools come in tapped, which can severely slow down your speed. I would replace them with either basic lands for budget, or more expensive lands that let you pay life or fulfill a condition to get them in untapped. You can also consider dropping a land if you feel you're getting mana-flooded too often. Another thing to note is that you can drop some black mana production in exchange for UR lands. You have no early black creatures, so getting that black at the start does nothing, while getting blue or red mana will usually determine the game.
While a lot of the cards included here are strong, i feel that 17 noncreature spells dilutes the deck too much. You have enough low-mana creatures to call this an aggro deck, so that's where I will go with my advice. Remove Vanquisher's Banner, Negate, and 1-2 March of the Drowned. These cards are unnecessary in an aggro deck because they are too slow and stop you from developing a board. Replace those cards with pirates and maybe even another See Red, and you will be good to go.
Now that you have 4-7 slots open in your deck here are some suggestions to fill the gaps:

  • Dire Fleet Poisoner is incredible against creature heavy decks. You get a surprise deathtouch blocker, a surprise deathtouch attacker, or 1 extra damage for just 2 mana!

  • Forerunner of the Coalition is such a fantastic card. It denies land flooding, controls your draw, and stacking them together lets you hit your opponents in the face while still developing a board. Great in the early game, great in the mid-late game when you just need a final push. Add 1-2.

  • Rigging Runner is not a card to be underestimated. Getting a 2/2 first strike on turn 2 plus another 1-drop is really strong. It's a great pressure tool against opponents who also run aggro or lower health creatures because you can make fantastic trades. It combos well with Dire Fleet Poisoner too.

  • Protean Raider is an interesting card to toy with. At worst, it's the best creature on the field. Works well with Hostage Taker, Forerunner of the Coalition, and Dire Fleet Neckbreaker. It works as a good fallback option if the opponent develops better creatures than you and starts to stabilize.

Those are my thoughts on how you can improve this deck. If you're going for a more midrange feel, take out some early game cards and add in your more expensive stuff, like Angrath and River's Rebuke to OTK your opponent. Thanks for reading and I hope this helps!

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