Red synergizes with Aggro archetypes within AFR , but with a few twists
The format is a casual one built similar to the Commander format and allows for a 60-card deck and can be played with 2 to 5 players
A general piece of advice is to aim for a smooth distribution of cards from each ink cost, ensuring you can consistently use all of your ink to affect the board in the early turns
Trainer Rare 72/82: Rockets Sneak Attack Trainer Rare 80/82: Rainbow Energy Energy Special Rare Rare Holo: 1/82: Dark Alakazam Psychic Rare Holo 2/82: Dark Arbok Grass Rare Holo 3/82: Dark Blastoise Water Rare Holo 4/82: Dark Charizard Fire Rare Holo 5/82: Dark Dragonite Colorless Rare Holo 6/82: Dark Dugtrio Fighting Rare Holo 7/82: Dark Golbat Grass Rare Holo 8/82: Dark Gyarados Water Rare Holo 9/82: Dark Hypno Psychic Rare Holo 10/82: Dark Machamp Fighting Rare Holo 11/82: Dark Magneton Lightning Rare Holo 12/82: Dark Slowbro Psychic Rare Holo 13/82: Dark Vileplume Grass Rare Holo 14/82: Dark Weezing Grass Rare Holo 15/82: Here Comes Team Rocket
Like most Magic: The Gathering cards, the value of Marauding Mako depends on a few consistent factors: its rarity, the printing and finish (regular or foil), its physical condition, and the set it was printed in (Aetherdrift)
I feel these might see more play if we didnt already have Mandate of Peace