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Moxonomy

See Red

Enchantment — Aura1 generic manaRed mana

The end-step clause is the whole bargain: you get a genuinely aggressive stat boost and first strike for two mana, but the Aura only sticks around if you actually swung that turn. That sacrifice condition is doing the work that a higher mana cost or a worse buff would do elsewhere. It prices the card for committed attackers and quietly taxes anyone who wants to use it as a defensive trick or a tempo play that stays home. The buff itself is built for combat math rather than raw size: +2/+1 with first strike turns a small creature into something that trades up and survives the swing, letting a one-drop punch through a larger blocker and live. The downside is the Aura tax built into every Aura, that a removal spell answers two cards at once, but here the conditional sacrifice adds a second pressure: a board stall or a turn spent on defense can dissolve your investment on its own. It is an aggressive-deck enabler in the older lineage of attack-or-lose enchantments, where the reward for aggression is folded into the card's own survival rather than handed to you for free.

See Red (rix)
RIX · #112uncommon
Pricing
Normal: $0.06
Foil: $0.35
Oracle Text

Rules 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.
Legalities

Format Status

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