Murders at Karlov Manor Set Review - Red

Demand Answers by Justyna Dura
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This is Prosper's World, We're Just Living in It
Hello there! I'm Brandon Amico, author of the Flavor of the Month column on Commander's Herald, and I'm really excited to dig into the red cards in Murders at Karlov Manor. I love taking an assertive and proactive (read: fast and aggressive) path through a game, and while that's easier when there's only one opponent (with 20 life) than three or more (with 40 life each), that doesn't mean we're not going to try.
I think that's probably all of the introduction you want from me; let's get to the cards, right? New set, new spells, new brews! How does red hang with its peers this go around?
Mythics
Expedited Inheritance
To say that Magic's designers have been leaning heavily into exile (AKA "impulse") draw lately when it comes to designing red card advantage would be quite an understatement. Add in cards that just care about the act of exiling cards, like Laelia, the Blade Reforged
(Wow, it took less than one red card for us to mention Prosper; wish I could say I was surprised, but he's been the most direct beneficiary of this rich design vein Wizards is currently tapping. As a result, he's been everywhere since 2021.)
All of this is to say that Expedited Inheritance
Symmetrical cards are all asking to be broken, and in this case you'd want to be in a deck full of creatures that can withstand a little hurt and ways to dish it out in a measured cadence. Dinosaur decks are a great home that comes to mind for Expedited Inheritance
Grab your Pyrohemia
Incinerator of the Guilty
It remains to be seen, in practice, how easy it will be to collect evidence, but if it's anywhere between "very easy" and "not too hard," expect Incinerator of the Guilty
Of course, Old Faithful Balefire just needs to connect, and it torches that player's board for six. No graveyard setup needed. If you aren't binning cards on the regular, Incinerator might be a little too finicky to regularly utilize its ability, especially after the first time. If you're spellslinging, milling, discarding, or wheeling, though, the Incinerator compares pretty favorably to Balefire in basically every other way. It's got the same statline but costs one mana less, and it has an additional, crucial keyword: trample. Whereas Balefire can get chump-blocked all day by any deck with flyers, an opponent will have to put some real heft into their block if they don't want to get burnt. Even one damage from the Incinerator is enough to trigger its effects for as much mana as you can "collect" from your graveyard. And notably, there's no need to limit the creature (and planeswalker this time!) damage to the six power of the Dragon. If you've got a stocked graveyard, turn it up to eleven to roast your opponent's Inkwell Leviathan
Many people are going to write this off as "bad Balefire"; feel free to enlighten them. This is closer than it looks.
Rares
Anzrag's Rampage
Overloaded Vandalblast
As long as your deck isn't particularly creature-light, this will be a highly impactful play, and even if it is creature-light, getting a utility or value creature to hand after wiping away all your opponents' mana rocks, Roaming Throne
Case of the Crimson Pulse
At first glance, this doesn't seem all too exciting. Tormenting Voice
That is, until you realize that Cases, unlike Sagas, which the card's portrait-oriented text box immediately brings to mind, don't go away once they're solved. In other words, you aren't just getting two more cards the turn after you solve this: you're getting two extra cards each of your turns from now on. That's quite a faucet of card draw you're turning on, especially for a color that doesn't get to see a lot of cards without jumping through hoops.
You don't get to stockpile those cards--you have to use 'em or lose 'em--but the decks that want this (burn, some reanimation builds, and small creature decks, like Goblins) don't care. They want to rifle off a couple of spells and have a few more. This isn't a red staple, since the inability to hold cards for a future turn will hurt many strategies, but if you're playing a deck that routinely runs out of gas, try sleeving this Case up.
Connecting the Dots
BOMAT COURIER BOMAT COURIER BOMAT COURIER BOMAT COURIER BOMAT COURIER BO--
I've been informed by my editor that my analysis for Connecting the Dots
To my endless chagrin, Bomat Courier doesn't see much play in multiplayer formats like Commander. It just doesn't scale very well: in a format with three other players all building their own doomsday engines, a bit of card advantage on an infinitesimal body just doesn't move the needle.
But Connecting the Dots does the Bomat thing: if you attack, you sock away a card for later, which you can cash in for the cost of what's in your hand at the time. The difference is that Dots will work for red creature-based decks in EDH. I'm actually a little surprised there isn't a "this triggers once per turn" rider on this card, or a limit on one card put aside per player attacked. Nope, attack with six Pirates, get six cards. It's also a lot less fragile than a creature, and it still sticks around if those creatures are blocked or board-wiped. I feel like this card was made for me.
Of course, it exiling the cards when saving them for later means all the usual decks apply. Laelia, the Blade Reforged
Fugitive Codebreaker
Lest you think I'm high on all of these "discard your hand for a few cards" newbies, I'm pretty low on Fugitive Codebreaker
The real reason you'd play this is if you wanted to have a reason to utilize its flipping-up ability, and while it is a good effect (three cards is a lot), there are just way better ways to do it. At a minimum, this costs four mana to do, and its ceiling is three cards. Even just the last two cards we just talked about cost the same or less, and they have the same effect with much higher ceilings. Maybe if you're in a Goblin-dedicated build and wanted some ways to refill your hand? Even then, you probably don't have a lot of instants and sorceries in your graveyard, so it'll end up costing well more than four mana to get this medium effect.
Krenko, Baron of Tin Street
Oops, I forgot that saying "Goblin" summons this guy. This is the third Krenko that WotC has graced us with, and while none will ever be as strong, or as iconic, as the original
Krenko Part III has a lot of text, but reading between the lines it also says "all your Treasure tokens can become hasty Goblins at any time." Seeing as Treasures are easier to stock up on than Pidgeys outside an Ultra Ball factory, Krenko: Return of the King threatens an army out of nowhere. You can also pick up a few stray gobbos with leftover mana between turns when your opponents crack their Treasures (or another artifact dies some way, whatever, we know this is going to 95% trigger on Treasures and 5% everything else), since Krenko and the Last Crusade doesn't care who controlled the artifact before it hit the bin. Plus, since Goblins can easily swarm even without doing that, each activation of Krenko Revolutions's tap ability represents a huge jump in damage output. Eight 1/1s might seem more pesky than threatening, but eight 2/2s start representing real damage, and 3/3s even more so.
It'd take a lot for a new card to dethrone Krenko, Mob Boss
Krenko's Buzzcrusher
Beyond having one of the coolest card names in MKM ("buzzcrusher"? I'll take eight), there's a neat little wrinkle to this card that it's easy to overlook: it doesn't target the lands you're destroying. Finally, a way to punish the players in your pod abusing Lotus Field
Thopter decks aren't much of a thing, and Insect builds tend to be Golgari colors, so there doesn't seem to be a built-in home for this guy beyond artifact builds; getting bonus rounds of land destruction with Osgir, the Reconstructor
Lamplight Phoenix
As of this set, we have now received 35 total Phoenix creatures, and outside of a few standouts (Arclight Phoenix
Lamplight Phoenix
As long as you have a way of sufficiently putting some cards in your graveyard, Lamplight Phoenix can keep coming back. Potentially in quick succession. The 3/3 body isn't doing much, and sure, Syrix, Carrier of the Flame
Repeated sacrifice fodder without delay? Check. Mutliple dies/enters-the-battlefield/leaves-the-graveyard triggers? Check. This even puts cards into exile with each loop, so check that box, too (I feel like I'm repeating myself given how many of these red cards play in the same spaces this go around!) Creatures usually don't make return trips from the graveyard easy to pull off, and when they do they tend to be pretty broken (anyone who's watched a Bloodghast
I've seen very little chatter about this card, and it's a bit baffling to me why. It's potent for combo setups. Rakdos+ sacrifice decks will want this, and there's a good chance that this plus Altar of Dementia
Pyrotechnic Performer
Burning each opponent is generous, and this very badly wants to be a Terror of the Peaks
You could play this "fairly" and score some chip damage of a few points every turn, but playing disguised or morphed cards for three mana and then paying to flip them up is just too inefficient, and a bit of added damage isn't going to change that. This comes down early and might not warrant a removal spell on its own, so it's possible I'm wrong about this one, but I'm yet to be convinced.
Expose the Culprit
On its own, the Performer is a four-mana 3/2 that Lava Spike
Boltbender
It's a colorshifted Willbender
Five mana between disguising and flipping isn't a small amount, but this messes up a lot of win-cons. Storm players, sorry about your Grapeshot
Hot Pursuit
Finally, a solution for goad decks when it gets down to the last two players! So long as you can keep goading an opponent's creature, they'll have to share them with you for those last turns, and that kind of imbalance is what can win those close games. Goad and forced combat decks have already gotten lots of goodies in recent years, including some top-notch commanders, like Firkraag, Cunning Instigator
Prisoner's Dilemma
It's hard to ask for a better flavor fit than Prisoner's Dilemma
And that's exactly how the card works! Without communicating, your opponents will have to choose to "snitch" or remain silent. The best scenario is for everyone to choose silence: everyone takes four damage, a small slap on the wrist in a 40-life format. But the temptation to deal double that to one's rivals, and avoid trying to play nice and taking triple if your opponents are out to get you, is a real one. EDH is an inherently political format; even if you aren't wheeling and dealing, something as simple as deciding which of two creatureless opponents to swing at for a point of damage or two has political implications. (And abstaining from attacking anyone to not draw ire is also a political stance, don't forget!) This card puts a bit more of a spotlight on that hard-to-define dynamic in all of our games, probably more so than any other.
How will this one play out after it's been in Commander pods for a year or two? Will we all be choosing silence all the time, as we should? Or will the knowledge of players that choose to snitch make that a risky proposition? I'm fascinated to see. If you're also interested in seeing how this dynamic evolves over time, you don't have to wait years: it's got flashback, so sit back and let the social experiment enter its next chapter.
Uncommons & Commons
Crime Novelist
You know him, you love him: it's Goldspan Dragon
Any artifact deck in red will want this, and seeing as artifacts is the #1 most-built theme on EDHREC, followed by...well, Treasure decks at #2, there will be no shortage of homes for this. Everything from Magda, Brazen Outlaw
Demand Answers
Thrill of Possibility
If you want to take this over the top, make the artifact you sacrifice one of those that does a small thing upon entering or leaving the battlefield. Prized Statue
Expose the Culprit
See Pyrotechnic Performer
Kheru Spellsnatcher
You can shred hands with Silent Specter
Harried Dronesmith
Just some Loyal Apprentice
Knife
Call that a knife? This is a knife
But seriously, leave this thing in the cutlery drawer unless your deck cares about Clues and for some reason you're also in red.
Vengeful Tracker
Treasure deck players HATE him! Learn this one trick to make them go away forever!
Take everything I said about Crime Novelist
That covers the notable new red cards from Murders at Karlov Manor and its accompanying Commander supplement. There are some powerful cards without a doubt and a lot to be excited about here. It does seem like most of them hew closer to a couple of tried-and-true deck types, though. If you're in an exile deck, a Treasure/artifact deck, or burn, you came out ahead in this latest visit to Ravnica. Otherwise, there are playable cards but nothing revolutionizing the format.
What do you think? Did I miss the mark on any of these cards, or are there any new uses you're excited to explore for these new spells? What will you be slotting into your 99s? Let me know in the comments below or on social media!