I'm a little bit more experienced with red, sorry about green. Very good color, filled with tons of bombs, great removal, and decent creatures.
Hill Giant is pretty good, but the ability is almost useless, except to maybe make Halam Djinn bigger.
Bend or Break
Doesn't really do anything.
Breath of Darigaaz
Wipes the board. Make sure you attack before casting this though.
A lot of people really like this guy, but I think he's too expensive. They probabaly like him for a reason, so I don't know.
Doesn't do anything, don't play it.
Worse than a creature.
Crown of Flames
Can be golden in some situations, horrible in others. Only play with it if you manage to go 2 colors.
I love 2 power 2 mana creatures, and the ability will be a great advantage sometimes.
Kills any targetable non-pro red creature, or finishes off your opponent. The instant ability is pretty good too.
1/1 for 1 is okay, but the ability isn't.
Haste is really good, and it can be huge!
Fear is great, but it's surprisingly slow. Still great.
I like beats, and 3/2 for 3 is beaty! Still, sometimes you need to go defensive.
fairly priced, and trample is amazing in limited. Still, won't win you games all buy itself usually.
Haste is great!!
Pretty good, it will be a 3/2 for 3 a lot.
Kills a lot of creatures, but can't damage an opponent and won't kill a lot of creatures.
I really don't like this gut, but he gets played somehow.
I actually like this, but I don't know how playable it is.
I like this a lot. It can make you attack for 3 2nd turn, which is very beaty. Still, it's a non removal non creature card.
If you set this up right, you can recover way faster than your opponent, and it's unstoppable. Still, 8 mana is 8 mana.
There aren't that many troublesome artifacts in invasion limited, except maybe Power Armor.
Haste is great, and a 3/3 first strike is deadly in a format where 2/2's and 3/3's are the base creatures.
Beaty, and the ability is pretty good!
Good and bad, depending on your deck I guess. I never really use it, but it can be good. Easy to kill.
I like a 2/2 first strike for 2. This guy will carry you through combat because of first strike, especially with maniacle rage or the new Sinister Strength. Still, the ability may really hurt.
I don't like it that much, but it can wipe out 2-4 creatures while you lose none in some occasions.
Won't attack until turn 3, only decent if it's followed by a 2/2 protection guy. Still, I don't really like situational cards.
One of the main red cards in limited, removal, player finisher, and the kicker helps a lot.
I don't like player damage only cards, they really suck. The most you'll get off this is 3-5 damage, and that's not better than a creature or removal spell.
5 mana creature elim plus a 1/1 creature is great. What makes this shine is how you can bounce it to your hand or library using escape routes + tidal visionary, repulse, nightscape apprentice, nightscape master, nightscape battlemage, etc.
Creatures are precious, way better than just 1 land.
Decent sideboard card..
Trample and Haste are both AMAZING. 5 power for 5 mana too?? YEAH!!!!!
Grey Ogre that either helps you or screws opponent is actually pretty good.
Stand or Fall
I don't really like this, but it can be helpful.
Doesn't really do enough, but it gets played. Cantrips are pretty good.
Not for limited.
Beatie, and it will be great with Planeshift (allows second turn Horned Kavu). Both abilities are pretty cool too.
Masters are great, and both abilities are really good.
I'm liking this more and more. It can do 3-4 damage easily (u/b/r with dream thrushes is pretty good). Kills all kinds of stuff and it's finished off my opponent many times.
Not bad, I always wanted to build a draft deck with 6+ of these, but I find myself playing other cards. They could work out well for you, or they could be junk.
3 points of instant uncounterable damage is really good. Deserves a 10 without the kicker.
Beaty, but too easy to kill.
I don't like 1 damage compared to what else I could be doing with the space in my deck.
Well there you go. Very strong color, but not the best. The B/R gold cards are really good too, keep that in mind. Have fun!
Hill Giant is pretty good, but the ability is almost useless, except to maybe make Halam Djinn bigger."
Think again!!! :)
A lot of people really like this guy, but I think he's too expensive. They probabaly like him for a reason, so I don't know."
And AGAIN!!! :)
Rakso, kinda crabby today arent we?
ANyway, as for winky, I think he has a habit of seroisly overrating cards which are playable and fit a colours theme. For example , I like to separate the stronger cards into cards that make me WANT to play a certan colour, and cards which SUPPORT that decision. I wouldn't give an 8 to any of the supporting cards, and most of the weenies Winky gave 8 (aggressor, scout, maniacal rage) fall into this category . There is a difference between cards which can get away with being bad because of symmetry and cards which are genuinely strong. I also think the djinn should be a 9 or 8, and the leech should be about a 6 (its not that good) . The apprentice should be a 7.
I also think you may have underrated zap. aggresive red decks often get stalled by a single blocker with that key extra toughness, and this gets you through it and gives a card to boot, while also killing several key early drops which can hurt the deck. I would give it a 7.
Tribal Flames and Scorchng Lava each get 9 for being removal, but are situational/limited enough to make 10 an exaggeration.
And if I were you, i would have put the emissary in the gold card rating section, as hes as much black as red.
I think you underestimate several very strong cards. Maniacal rage is excellent almost always. It is best used to attack for 4 on turn three, not 3 on turn 2. I wouldn't rate scorching lava a 10. It is 2 damage. There are better cards. Pouncing kavu is definitely a 10
I say again, some of these red cards are only successful out of symmetry. Maniacal Rage is NOT an 8, it is just a card that makes your other red rush cards a bit better, because you need early pressure to win. And pouncing Kavu is right at about 9, since it a) has the typical kicker creature weaknesses b) has no evasion. It is only even a 9 because of it's surprise value and symmetry with other red cards.