Last updated on February 13, 2025

Lightning Bolt (Mystical Archive) - Illustration by Anato Finnstark

Lightning Bolt (Mystical Archive) | Illustration by Anato Finnstark

Red is the color of passion, emotion, and freedom. Through impulsive action, red wins games with speed and aggression, striking your opponents with Lightning Bolts or drowning them in hordes of goblins. Red spells burn, attack, and fling their way to victory.

There's no doubt that some of the best spells in Magic are red, but which red spells are the best? Letโ€™s take a look at what makes a red spell great, and which ones top the list!

What Are Red Cards in Magic?

Ancient Copper Dragon - Illustration by Antonio Jose Manzanedo

Ancient Copper Dragon | Illustration by Antonio Jose Manzanedo

Red cards, for our purposes, are any card whose color is exactly red. No multicolor mana costs, and no artifacts with a red color identity. This omits cards like Mox Ruby as well as some interesting lands like Valakut, the Molten Pinnacle, but you donโ€™t need me to tell you those are strong cards in any red deck.

The best red cards in this list are the cards that have seen the most play in their respective formats. Theyโ€™ll need to be either very versatile or very powerful. Many are banned or restricted in one format or another, or at least have a history of such. I'm also going to be biased towards iconic and format- or even game-defining cards since their impact has shaped the way red cards were printed.

#42. Big Score

Big Score

Big Score is a powerful member of the loot crew. Four mana makes it one of the more expensive rummage effects, but two cards and two Treasure tokens are too good to pass up. Remember that you'll usually think of that discard-a-card downside as an upside if you built your deck right.

This card is all value, and it's costed about as aggressively as it realistically could be.

#41. Goblin Recruiter

Goblin Recruiter

Perhaps surprisingly, Goblin Recruiter is one of the only goblins to make the list. While goblins are undeniably iconically red creatures, itโ€™s hard to consider the expendable little weirdos โ€œthe best.โ€

Goblin Recruiter is the best solely because it can tutor up every other good goblin all at once. Conspicuous Snoop gives you access to every goblin you pulled immediately, or use Goblin Ringleader to put every goblin right into your hand.

This little guy can basically stack a pile of cards on top of your library thatโ€™ll win the game on the spot.

#40. Anger

Anger

While theyโ€™re both considered some of the classic haste-anthems in redโ€™s arsenal, Anger makes the list while Fervor does not.

Letโ€™s compare their value: While Fervor is cheaper and on a noncreature permanent (thus making it harder to remove), Anger provides a 2/2 body that wants to be removed. Weโ€™re looking at a 2/2 bear body (typically costed at 2 mana) on top of a Fervor effect, for just 1 more mana. And controlling a mountain is a condition you'll basically never fail to meet, making Anger the best haste-anthem in red.

#39. Burning Wish

Burning Wish

Pulling cards from outside the game will always be one of the most valuable effects in black-border magic. These effectively tutor up spells that are safe from being Surgical Extractionโ€™d or otherwise removed from the game.

Burning Wish grabs any sorcery you need, which can be a solution to a problem or an immediate combo piece to achieve victory.

#38. Etali, Primal Storm

Etali, Primal Storm

It feels like WotC reprints Etali, Primal Storm every year, and for good reason. But the lure to include it in just about every red deck is tempting.

As a 6-mana 6/6, Etali makes up for its lack of protection or evasion by giving you free spells whenever it attacks. This becomes increasingly better as the number of opponents increases, and a little Sensei's Divining Top trickery can go a long way to secure a big follow-up like Combustible Gearhulk.

#37. Blasphemous Act

Blasphemous Act

Blasphemous Act is the go-to red sweeper in EDH. Aside from a few exceptions, 13 damage will kill most creatures immediately. It's trivial to cast it for 1-2 mana most of the time, and if you're the one casting it, you can set up combos with cards like Boros Reckoner or Stuffy Doll, hitting someone for 13 right away.

#36. Mana Geyser

Mana Geyser

The pinnacle of red ritual spells, a resolved Mana Geyser typically signals the end is near for your enemies. Despite its 5-mana cost youโ€™re looking at 15+ red mana in your pool in the mid-to-late-game with multiple opponents. Perfect for storming off or dumping into a Jaya's Immolating Inferno.

#35. Seasoned Pyromancer

Seasoned Pyromancer

Seasoned Pyromancer does it all. Itโ€™s one of the best ways to rummage for cards, fill your graveyard with spells, and create a small army of creatures at the same time. Its low power and toughness means itโ€™s easy to reanimate or tutor up with Imperial Recruiter, and you can โ€œflashbackโ€ it later for some extra tokens once it has chumped a creature.

This shaman is just packed with value. I donโ€™t think you could feasibly fit anything else on a 3-mana creature.

#34. Fear of Missing Out

Fear of Missing Out

Fear of Missing Out, or FOMO, is a very interesting 2-drop that gives you extra attack steps when delirium is active. You also get a discard and draw effect on ETB, so you improve your hand while also setting up delirium or graveyard synergies with relative ease. This card stands out because extra attack creatures usually cost 5 or more mana. It combos very well with cards like Splinter Twin, allowing you to get infinite extra combat steps.

#33. Broadside Bombardiers

Broadside Bombardiers

Broadside Bombardiers has a fine rate for a creature, as a 2/2 with menace and haste for 3. Just by attacking, you sacrifice another creature or artifact and deal damage equal to its 2 plus its mana value, an effect that usually counts the sacrificed creatureโ€™s power. That has nice implications in affinity decks, allowing you to send a Myr Enforcer at your opponentโ€™s face for 9 damage, or something along those lines. Itโ€™s also a nice combo with cards like Fury and Grief that youโ€™d already sacrifice anyway, unearth creatures, and more.

#32. Monstrous Rage

Monstrous Rage

Monstrous Rage does so much for a single red mana. Giving +3/+1 and trample the turn you cast it is already a huge way to force damage through, and the Monster role token is a big difference, compared to similar combat tricks.

#31. Inti, Seneschal of the Sun

Inti, Seneschal of the Sun

Inti, Seneschal of the Sun combines an efficient 2-drop with discard, impulsive draw, and +1/+1 counters. Just having Inti around means that it gets stronger each turn when attacking, and you have a baseline 2/2 that already attacks as a 3/3, not to mention synergies with unblockable creatures or big, fatty green creatures. Itโ€™s a free discard outlet as well, and there are lots of exploitable synergies with madness, discard, delirium, reanimator, and the like.

#30. Slickshot Show-Off

Slickshot Show-Off

Slickshot Show-Off is a mainstay of spellslinger decks, being a sort of hasty, flying Kiln Fiend. Just by casting noncreature spells and pumping your other creatures, you can set up a huge attack. The plot mechanic works wonders because you can plot this card, and cast it later for free, with enough mana to cast pump spells and often win on the spot.

#29. Monastery Swiftspear

Monastery Swiftspear

As one of the best prowess cards in the game, Monastery Swiftspear is the turn 1 drop for nearly any red deck. With an unheard of 2 toughness, and prowess, and haste, for a single red mana, at common?

This Khans of Tarkir monk is one of the best early-game attackers in Magic, let alone in red.

#28. Imperial Recruiter

Imperial Recruiter

Red doesnโ€™t have much in the way of tutors. Itโ€™s got no Demonic Tutor equivalent, but Imperial Recruiter sure churns out value all the same. At first glance its 2-power-or-less prerequisite seems like an insurmountable downside, except when you consider how many great targets red has at that level.

Grab your Dockside Extortionist, your Ragavan, Nimble Pilferer, your Seasoned Pyromancer, or any combo piece like Kiki-Jiki, Mirror Breaker. For just 3 mana and a 1/1 body on top of it, this gives any of blackโ€™s tutors a run for their money.

#27. Splinter Twin

Splinter Twin

Splinter Twin is an easy two-card infinite combo with cards that let you untap a permanent, like Pestermite or Deceiver Exarch. Together, they make multiple haste copies of the creature Splinter Twin is enchanting and win the game on the spot. The card is a mainstay of the Modern format and has recently been unbanned. Even if you donโ€™t combo on the spot, the card provides value by creating copies of good ETB creatures.

#26. Worldfire

Worldfire

Worldfire is my favorite non-controversy (nontroversey?). Famously banned in Commander since before the Rules Committee combined the โ€œbanned as/banned inโ€ Commander lists, this 9-mana mass board wipe was considered an unfun interaction in Commander games since it effectively restarts the game. I personally loved the rounds after a Worldfire resolves; everyone is racing to find a land to play a spell, any spell, and release the pod from the torturous purgatory of โ€œdraw, go.โ€

The truth is, there are few ways to exploit Worldfire. You canโ€™t float mana to cast some burn spell after it resolves since itโ€™s sorcery speed and exiles your hand as well. The best bet you have are suspended spells since it wonโ€™t exile those already exiled spells, or casting your commander from the command zone with some floating mana. Norin the Wary might use this as an expensive wincon, though.

The RC came around to this way of thinking in 2021 and unbanned Worldfire in the same update where Golos, Tireless Pilgrim was banned.

#25. Chaos Warp

Chaos Warp

Chaos Warpโ€™s original claim to fame came in the early years of EDH, back when the only way to permanently remove a commander was tucking it into a library.

Back in 2011 you could choose to send your commander to the command zone only if it would be put in the graveyard or be exiled. Before long, the Rules Committee identified this as one of the more unfun interactions in Commander and changed the rule to trigger whenever your commander would change zones.

As far as generic removal and one of the best Polymorph effects in MTG, Chaos Warp is one of redโ€™s best ways to remove permanents. It's basically cheating (or, more precisely: a color pie break) that lets red decks get rid of problematic cards like enchantments and guarantees that its target gets out of sight and out of mind, but runs the risk of replacing it with something even worse. Of course, they could always reveal an instant or sorcery and end up with nothing!

Chaos Warpโ€™s swingy results make it one of the most red cards in Magic.

#24. Gamble

Gamble

Gamble is better than Entomb and Buried Alive in the right deck. Hell, itโ€™s probably better than the average graveyard tutor in the wrong deck.

Gambleโ€™s โ€œdownsideโ€ can easily be built around with the inclusion of cards with madness or flashback, besides the obvious benefit to recurring creatures with Unearth or Unburial Rites.

#23. Goblin Bombardment

Goblin Bombardment

Goblin Bombardment is redโ€™s best access to a free sacrifice outlet. At a mere 2 mana, this enchantment is harder to remove than a creature with a similar ability and doubles as a source of damage for any target.

This card goes infinite with just about everything, most notably Krenko, Mob Boss and any easy untappers like Thornbite Staff.

#22. Balefire Dragon

Balefire Dragon

Balefire Dragon shows up in most dragon decks, but itโ€™s also a strong one-sided board wipe. It has to stick around for a turn, absent an Anger in your graveyard, but it pays for itself twice over once it hits an opponent.

#21. Utvara Hellkite

Utvara Hellkite

More than a few of the best red cards are iconic dragon creatures, and for good reason. Dragons like Utvara Hellkite were designed to make a splash when they were cast, and this one definitely delivers.

Itโ€™s easy to see how this card gets out of control in any dragon deck. Play it late after your board is filled with dragons and a haste anthem of some kind, or play it early and use a Warstorm Surge to burn your opponents with your dragonsโ€™ fire.

#20. Ancient Copper Dragon

Ancient Copper Dragon

Ancient Copper Dragon is one of the most Timmy cards weโ€™ve seen in the past few years. A big creature with evasion and a swingy ability means this dragon packs a punch for just 6 mana.

A while ago I wrote about how an average d20 roll with Ancient Copper Dragon in a Zirilan of the Claw deck can result in a one-turn kill, and thatโ€™s just my weird junk combo. There are incredibly oppressive ways to Sneak Attack this into play and ramp into a dozen Treasure tokens to keep the party going into the second main phase.

#19. Vandalblast

Vandalblast

In what should come as a surprise to no one, Vandalblast is just about the best way to remove any artifact in red. The versatility to overload it into an artifact board wipe or just zap a single troublesome Isochron Scepter makes it a staple in Commander.

#18. Arclight Phoenix

Arclight Phoenix

When people see Arclight Phoenix, some might think: โ€œHey, itโ€™s cute when it goes off, in Magical Christmas Land.โ€ In reality, itโ€™s way easier to bin and bring back multiple Arclight Phoenix in a turn: You just need some cantrips and cards that draw and discard, like Faithless Looting or Chart a Course. Once youโ€™ve done it, the answers are very specific. Aside from a well-timed Settle the Wreckage or Containment Priest, people canโ€™t simply wrath the board because theyโ€™ll return during a later turn.

#17. Laelia, the Blade Reforged

Laelia, the Blade Reforged

Laelia, the Blade Reforged attacks as a 3/3 haste creature the turn it comes in, while giving you extra cards on the way. Itโ€™s a nasty combo with mechanics like cascade and discover, allowing you to exile a big chunk of your deck and put many +1/+1 counters on Laelia.

#16. Purphoros, God of the Forge

Purphoros, God of the Forge

The original incarnation of Therosโ€™s mono-red god, Purphoros, God of the Forge is both a 6/5 indestructible creature and an Impact Tremors for just 4 mana. On top of that, it also has an anthem-wide firebreathing ability, making it a great follow up to playing all those creatures.

#15. Amped Raptor

Amped Raptor

Amped Raptor is so strong, it was banned in Modern just months after its release in Modern Horizons 3. It gives you a huge mana and tempo boost just by hitting the battlefield, and it's a natural addition to energy decks. Being able to cast a 3- or 4-drop for free after playing this card is โ€œstronger than cascade,โ€ and we know how powerful that mechanic is. Even if you whiff on Amped Raptor, youโ€™re getting energy, and chaining one Raptor into another is just nasty.

#14. Sneak Attack

Sneak Attack

Sneak Attack dates back to Urzaโ€™s Saga and was the first effect of its style weโ€™d seen. It suddenly makes expensive creatures with ETB or attack triggers viable. These targets can be anything from Molten Primordial to Emrakul, the Aeons Torn, the best of the Eldrazi titans.

The best part about this amazing red enchantment: The creature is only sacrificed, not exiled, so you have access to that creature with any recursion effect later.

#13. Underworld Breach

Underworld Breach

Underworld Breach is a fundamentally broken card that gives all your nonland cards escape until end of turn. It has similar advantages to cards like Yawgmoth's Will or Past in Flames when youโ€™re going off in a storm combo, and you can also mill yourself and win with Thassa's Oracle. Itโ€™s also banned in multiple formats due to how easy it is to win after casting it.

#12. Fury

Fury

More than a few pieces of Rakdos () Scam appear on this list, and for good reason. It was a great deck in Modern until a few of the evoke elementals finally got the banhammer.

Fury is a โ€œfreeโ€ 4 damage in most instances with the option to be a valuable double striker should it stick around. But thatโ€™s not all itโ€™s good for! That ETB effect is just begging to be Ephemerated in a Boros () deck.

#11. Red Elemental Blast + Pyroblast

Red Elemental Blast and Pyroblast are basically the same card in todayโ€™s Magic landscape. They're both strong color-hosers for blue spells and permanents, destroying or countering anything blue for just .

While very conditional, letโ€™s not ignore the fact that some of the best spells in the game (never mind just the formats these two are legal in) make appearances in the maindecks and sideboards of red decks from Pauper to Commander to Legacy and Vintage.

#10. Jeskaโ€™s Will

Jeska's Will

As far as cards designed specifically for Commander go, Jeska's Will is up there. Whether you cast it with or without your commander on the field, it pays for itself.

Its first effect is exactly equal to an Act on Impulse, but the second is more comparable to a Mana Geyser in the right context. โ€œEntwiningโ€ both abilities for free is guaranteed to pull you way ahead.

#9. Deflecting Swat

Deflecting Swat

Deflecting Swat is one of the best red cards in Commander, which says a lot considering the cycle of free spells it hails from. Re-targeting a removal spell from your commander to your opponentโ€™s is hilarious fun when theyโ€™re not expecting it.

Deflecting Swat basically allows you to tap out for your commander without having to equip Swiftfoot Boots.

#8. Faithless Looting

Faithless Looting

Faithless Looting is widely regarded as the best flashback card, and overall one of the strongest cards in Magic. The value it generates as a 1-mana loot effect, drawing you two cards and letting you pitch two essential graveyard cards, with the option to flashback, is frankly insane. The engine that was Faithless Looting enabled almost every โ€œwinningestโ€ (in Wizardsโ€™ words) deck in Modern at the time: dredge, Izzet () Phoenix, Hollow One; the list goes on.

Faithless Looting is still played as one of the best draw spells in Commander and Legacy nowadays, enabling graveyard decks and keeping the engine rolling. It was banned in Modern alongside Hogaak, Arisen Necropolis in 2019, but Faithless Looting has since been unbanned as of late 2024.

#7. Blood Moon

Blood Moon

The ultimate red color-hoser, Blood Moon is a staple in every format itโ€™s legal in. Turning off an opponentโ€™s nonbasic lands is devastatingly powerful if this enchantment resolves and can stick to the field.

This goes in just about every deck that can spare a slot, from mono-red Commander to Modern, Legacy, and Vintage. Its low casting cost is just the cherry on top for one of the best stax effects in the game.

#6. Fable of the Mirror-Breaker / Reflection of Kiki-Jiki

Fable of the Mirror-Breaker is one of the best sagas in MTG, probably only out-valued by Urza's Saga. The first two chapters of this saga are good enough at 3 mana, creating a creature with the possibility of ramping you and letting you pitch two cards for some draw.

Where it really takes off is after the third chapter, when it transforms into Reflection of Kiki-Jiki, becoming a slower Kiki-Jiki, Mirror Breaker. Unfortunately it wonโ€™t activate its copying ability the turn it transforms, but an extra source of this effect and a little bit of advantage beforehand makes it just as valuable overall.

#5. Kiki-Jiki, Mirror Breaker

Kiki-Jiki, Mirror Breaker

Kiki-Jiki, Mirror Breaker is an essential piece in dozens of infinitely-executable combos. Use any of the typical untap effects available like Thornbite Staff and any sacrifice outlet, or just copy Zealous Conscripts over and over for an infinite number of token copies, ETB triggers, and untaps for Kiki-Jiki.

The Mirror Breaker has fallen off in Modern and other competitive formats, but itโ€™s still a favorite in Commander decks.

#4. Wheel of Fortune

Wheel of Fortune

Any card so iconic we named a whole archetype of spells after it deserves to make the list. Above all because it hasn't been powercrept: It's still the best wheel effect in the game, and to this day one of Magic's best red sorceries.

Wheel of Fortune is an Alpha sorcery that replaces everyoneโ€™s hands with seven new cards, immediately foiling any plans your opponents had and hopefully garnering you the advantage through any variety of effects. Alternatively you could end up putting exactly what you need right into your graveyard.

This card's restricted Vintage status, compared to Wheel of Fate, is only because of the variety of combos discarding and drawing without shuffling enables.

#3. Dockside Extortionist

Dockside Extortionist

Dockside Extortionist is arguably another of those Magic card designs folks deem โ€œa mistake.โ€ Its generous ETB effect creates a Treasure for each artifact and enchantment your opponents control, and its low casting cost means that itโ€™s easy to bounce and recast over and over. Soon itโ€™ll combo off with infinite Treasure tokens like itโ€™s nothing. This card was an absolute menace before being banned in Commander late 2024.

#2. Ragavan, Nimble Pilferer

Ragavan, Nimble Pilferer

Ragavan, Nimble Pilferer is an all-star in every format itโ€™s legal in, so much so that it was banned in Legacy. Do you know what you have to do to get banned in Legacy? You have to be Necropotence. You have to be a Time Walk or Dig Through Time.

Ragavan joins the ranks of Mana Crypt and Demonic Tutor in terms of its relative health for that format. Itโ€™s a tough little monkey that generates a ton of advantage by virtue of being early damage and a great way to steal spells from your opponents.

It's also among the most powerful 1-mana commanders in EDH, and an absolute nuisance of a commander in Brawl.

#1. Lightning Bolt

Lightning Bolt

Of the original five โ€œboonโ€ spells from Alpha, Lightning Bolt is the most iconic. Each of these spells represented what each color could get for just 1 mana on an instant.

While Ancestral Recall proved to be too much, Magic's best red instant has become a metric for measuring the relative strength of many other Magic cards. Does it survive Bolt? Thatโ€™s two Bolts, at least. Shock and Searing Spear are examples of downgraded Lightning Bolts that still saw plenty of play.

Weโ€™ve all heard Lightning Boltโ€™s name invoked in reference to any number of Magic interactions. How much guaranteed damage (or more general โ€œadvantageโ€) can you get for 1 red mana? We wouldnโ€™t ask ourselves these questions if Lightning Bolt wasnโ€™t one of the defining cards of the entire game of Magic.

Red Card Payoffs and Synergies

Youโ€™re not just playing mono-red, youโ€™re playing a deck where red matters. Youโ€™re looking to maximize the effectiveness of your red spells. Youโ€™re looking for the Goblin Battle Jesters and Staff of the Flame Maguses of the world.

Try a Ruby Medallion to keep your red spells cheap, and use Koth, Fire of Resistance to dig up Mountains and keep the spells coming.

While youโ€™re at it, use Koth of the Hammer and Valakut, the Molten Pinnacle so each of those mountains can become direct damage.

Finally, as long as youโ€™re dumping all that red damage on the board, try using some damage multipliers like Furnace of Rath and Torbran, Thane of Red Fell.

What Is Red Good At in MTG?

Red is the color of fireballs, lightning strikes, and hordes of battle-mad creatures rushing across the battlefield. As such, it has the most access to Fireballs, Lightning Bolts, and the best first strike and hastey creatures, like Fervent Champion.

Redโ€™s allied colors are black and green, and it shares an affinity for menace with the former and trample with the latter, while it shares access to first and double strike with white. Blue and red both care about instants and sorceries and usually play nice in a spellslinger deck.

In recent sets, redโ€™s taken a different direction in extra resources, in the form of Treasure token generation and impulse draw. Red is one of the main colors that create Treasure or that benefits from Treasure, and we can see that with cards like Xorn, Dockside Extortionist, and Goldspan Dragon.

Impulse draw is Magic slang for โ€œexile your top card and you may play it this turn.โ€ It fits red because the color is so impulsive, it must have its resources ASAP, and having cheap cards in your deck raises the chances of casting them. This direction is shown with cards like Laelia, the Blade Reforged and Wild-Magic Sorcerer, or Prosper, Tome-Bound if you add black mana.

Wrap Up

Lightning Bolt - Illustration by Christopher Moeller

Lightning Bolt | Illustration by Christopher Moeller

There are over 4,000 mono-red cards in Magic. Cutting that to a list this narrow was a task, not to mention ranking them against each other. I often feel like the top 10 cards can be switched around depending on what your game often looks like.

Did I miss any glaringly obvious choices? Are red planeswalkers really not worth the top slots? And how would you expand this list further? Let me know in the comments below and be sure to join the discussion over on Draftsim's Discord.

Thanks for reading, and stay hot!

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