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Moxonomy

Red Scarab

Enchantment — AuraWhite mana

A hate card that only works against the deck it hates. The evasion is the part that matters most: the enchanted creature can't be blocked by red creatures, which is exactly the situation where the +2/+2 also comes online, since any red creature on the battlefield is itself a red permanent. So the two clauses reinforce each other. The wider condition catches more than blockers, though: a Mountain on the other side does nothing, because lands carry no color in Magic, but a single red artifact, enchantment, or sideboarded creature is enough to swell the body and let it punch through. Red Scarab is one piece of a five-card cycle of one-mana white Auras, each keyed to a different color of the wheel, including white's own allies and not just its enemies. The whole cycle runs on the same wager: the card is a beating when you've read the matchup right and a blank when you haven't. Against an opponent with no red anywhere, it grants nothing at all, a one-mana enchantment that sits inert. That asymmetry is the point. It descends from a metagame philosophy Magic has largely abandoned, where answers were built around knowing an opponent's colors in advance rather than staying live across the field, and where a card was allowed to be a wrecking ball in one pairing and cardboard in the next, by design.

Red Scarab (ice)
ICE · #49uncommon
Pricing
Normal: $0.28
Foil:
Oracle Text

Rules text

Enchant creature Enchanted creature can't be blocked by red creatures. Enchanted creature gets +2/+2 as long as an opponent controls a red permanent.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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