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 this Aura.
- CMC
- 2
- Mana cost
- Color identity
- R
- Rarity
- uncommon
- Set
- Rivals of Ixalan
- Price
- $0.07
- EDHREC rank
- #25861
See Red gives a creature +2/+0 and first strike until end of turn for one red mana — cheap enough to function as a combat trick or a finisher's edge, but narrow enough that most decks want a more permanent buff instead. It earns a slot when the goal is winning a specific combat rather than building a board.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
In Commander, See Red is fringe — one-shot pump rarely scales to a four-player table, and most red aggro commanders want effects that stick or generate card advantage rather than a single-combat trick. In Modern and Pioneer, it's playable in aggressive red strategies where first strike tips a key combat in your favor, but it competes with a deep pool of better pump spells and rarely makes the cut. Legacy and Vintage give it the legal green light but no real reason to show up. See Red is at its best in a limited environment or a hyper-focused aggro shell where one red mana to win a trade is exactly the transaction you need.
Key Combos
Combo lines featuring this card
Price Context
Current price
$0.07 bulk tier
At $0.07, See Red is deep bulk — you're paying almost nothing for what it does, and that price reflects the demand accurately. Don't expect it to appreciate; pick it up as a throwaway inclusion and move on.
Explore
Sources
Mentioned
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.