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Rules guide · Enchantment

See RedHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Rivals of Ixalan· January 19, 2018
Carte Magic See Red

See Red is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

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 this Aura.

Complete guide

See Red is a high-octane red Aura that turns your smallest creature into a formidable threat on the battlefield. By granting a significant power boost and first strike, it demands an aggressive playstyle to remain in play. You must stay on the offensive to keep this enchantment from falling off at the end of your turn.

Unpacking the Aggression

See Red provides two static effects and one conditional triggered ability. While it is attached to a creature, that creature gains +2/+1 and the first strike keyword. This makes the creature significantly harder to block effectively in combat. However, the enchantment comes with a strict requirement: you must attack with at least one creature during your turn to satisfy its hunger for combat.

The End Step Check

The final ability of See Red is an 'intervening if' clause that checks at the beginning of your end step. If you have declared any creature as an attacker during the turn, the ability does not trigger. If you did not attack, the ability triggers and goes on the stack, forcing you to sacrifice See Red upon resolution. Notably, it doesn't matter if the enchanted creature specifically attacked; any attacker you controlled will satisfy the condition.

Strategic Placement

Because See Red requires an attack to stay on the board, it is best used in decks with a high density of low-cost creatures. You want to ensure that even if your enchanted creature is tapped or unable to attack due to a block, another creature can swing in to keep See Red active for future turns. Remember, first strike only applies during the combat damage step, so it won't help if you aren't attacking or blocking.

Interaction examples

Maintaining Momentum

You cast See Red on a 1/1 creature, making it a 3/2 with first strike. During your combat phase, you attack with that creature. When your end step begins, the game checks if you attacked this turn. Since you did, the sacrifice ability never triggers, and See Red remains on the battlefield for your opponent's turn.

The Raid Synergy

If you have Impact Tremors on the field and cast a creature, you deal 1 damage to your opponent. If you then enchant that creature with See Red but decide not to attack because your opponent has a large blocker, the triggered ability of See Red will trigger at the start of your end step. You will be forced to sacrifice See Red, though Impact Tremors remains unaffected.

Double Sacrifice Triggers

If you have both See Red and Underworld Breach on the battlefield and you did not attack this turn, both sacrifice triggers will go on the stack at the beginning of your end step. You can choose the order in which they resolve, but ultimately both enchantments will be sacrificed unless they are removed from the battlefield by another effect first.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : See Red

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    See Red's last ability is satisfied if any creature has attacked, similar to raid abilities. The creature it enchants doesn't have to have attacked.

    No other card is named in this ruling.

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Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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