Welcome back to day three of the Ikoria Limited set review. Today I am taking a look at Red and colorless cards.

Rating - Explanation

1- Ideally not making the cut in any of my Limited decks.

2- Not good, but a necessity for curve filling and smoothing out draws.

3- Value cards I am happy to fill my deck with.

4- Cards to get excited about and Premium Removal.

5- Reserved for cards that will win the game if left unanswered.

Check out the other parts here:

White | Blue and Black | Green and Lands | Multicolor

1 - With the large amount of token generators in the set this is a great pick up for the sideboard, but it won't make it into the original 40.

1 - Higher recurring cost and less upside than we typically see with similar cards. Brimstone Trebuchet is an example of something in this role I would want to play.

1.5 - Subpar removal that I hope I am not desperate enough to need. Extremely situational and generates no additional card value.

1.5 - I am sure this will find its way into some of my decks, but I will not be happy about it. Remembering to hold back extra lands mid-game will be important to ensuring value out of this card.

2.5 - Unlike most fight spells this does not specify a creature you own must fight, so it is possible to get a 2 for 1 by having an opponent's creatures fight each other. This also means you don't need a creature on the field for this card to work - the main disadvantage to fight cards. Excited to play this card at instant speed after combat tricks and make my opponent cry.

3 - The filter ability when played for its mutate cost can lead to a sizable increase in card quality. On its own, it is a large body with a valuable keyword for a reasonable mana cost. I cannot see cutting this card.

2 / 3.5 - Another bear with upside. This card is also a win condition in the cycling deck.

4.5 - Ideally this card will be cast for the mutate cost to ensure you get to bring it back at least once. A 4/4 flier for 4 mana is amazing on its own, but in order for this to reach its full potential, it needs to be cast as a mutate (it might die before you get to mutate it otherwise).

3 - Very playable 4-drop. Nothing to get excited about, but happy to fill my deck with.

4 - A removal spell that can filter away late game land?! This is everything an aggressive deck wants.

4 - Very reasonable cost for the damage. It cannot deal damage directly to the life total, but keep an eye out for situations where you might be able to damage a creature in combat to ensure more damage is dealt to the controller. Tricky way to kill someone.

1 / 3 - Not played in anything other than the cycling deck where you want as many 1-mana cyclers as possible.

2 - This card can benefit both token and mutate strategies. Splitting power across two bodies will increase the value of mutates compared to playing a 2/2 that will lose the bonus stats anyway.

2 - Never want to play these cards, but they always end up filling a curve - particularly in Sealed.

3 - This card has a slow build up on its own, but with other menace creatures in a deck it will gain value very quickly.

3 - 2 mana fight spells work very well in aggressive tempo decks. They allow you to remove an obstacle while continuing to progress the board. I don't cut many of these cards.

2 - These first strike combat tricks are normally unplayable. With the first strike counter making the ability permanent, I am pleasantly optimistic about this card.

2.5 - Fine filly that will not punish you if drawn too early.

5 - Planeswalkers: Making one-sided Limited games since 2007. Moving on...

3 - Best in an aggressive deck, but this card will never be cut from a deck.

4 - Easy 2 for 1. Be sure to look for opportunities where a post-combat cast might maximize value.

4 - This card can't be as insane as it seems...right? There has to be a downside hidden somewhere! I love everything about this card.

3 - A 3-drop that will outperform expectations. Your cycling cards are now combat tricks!

2 - A bit expensive for what you get and I doubt a typical deck will be able to trigger the ability enough times to make me excited to play him.

2 - It is always nice to have one combat trick that can end the game in a deck, and the cycling makes it free to add. If I can find room, I am happy to play this card.

1 / 4 - The only deck that wants this card is the cycling deck, but it is one of the biggest payoffs for it.

3.5 - This majestic lizard will make all of your card advantage dreams come true. Play him - He loves you.

4 - Four damage should kill most things, and it has a lot of upside late game. Sorcery speed is the only thing stopping this from being as good as some of the Black removal.

3 - The size of its butt doesn't matter if everything in front of it is dead! Reasonable top-end for a Limited deck.

1 - Great sideboard card to look out for. Cycling also makes this a reasonable card to add if you are short playables. Unlike Plummet it can replace itself if you lack targets.

3 - Filler card at its base, but it has great upside in the mid to late game. Also, keep in mind you can give it double strike mid-combat by timing your spells. Free combat trick!

1 - Not excited to play these cards without consistent sacrifice outlets, and ideally ones that will net positive card advantage. Those seem to be lacking in this set.

1 - Horrible in the average deck. Could be a fun build around card, but even then I think it would be too inconsistent.

2 - Really only interested in playing this in a deck that contains multiple token generators.