Sort by:
$4.25 – $8.00
'Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this...
$1.00 – $1.75
'Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this...
$5.00 – $6.50
({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
$5.25 – $6.50
({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
'Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this...
'Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this...
'Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1 counter on this creature. Remove three +1/+1 counters from this...
'{T}, Discard a card: Exile the top card of your library. Until the end of your next turn, you may play that card.
({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Since the release of Guilds of Ravnica, one deck in particular has really taken off, becoming a surprisingly potent force. Runaway Red, using such iconic cards as Fiery Temper and...
Burnout is something I’ve struggled with for a very long time, both in and outside of Magic. Testing Modern for the Mythic Invitational has proved to be no exception to...