38 Best Budget Red Commander Staples Under $3 (Plus Upgrade Picks)
Budget red staples
red fixes its card and mana problems with Treasure and impulse draw, then backs it up with cheap removal and explosive wipes.
- Big Score and Unexpected Windfall draw two cards and make two Treasure tokens, solving two problems at once.
- Chaos Warp is red’s only cheap catch-all answer and belongs in almost every red deck.
- Vandalblast and Abrade keep artifact-heavy opponents in check for a dollar or two.
- Every card was checked at the time of writing: Commander legal, not a Game Changer, and around $3 or less.
Red is the color of passion, speed and chaos. In Commander it deals damage, blows up artifacts, makes hasty attackers and generates bursts of mana through Treasure tokens. Red decks tend to play fast and finish games with a big, sudden turn.
For budget players, red is a great place to start. Most of its strongest support cards cost less than a dollar or two, and only three red cards are on the Game Changers list. The 38 staples below each cost around $3 or less at the time of writing, and we checked that every one is legal in Commander and not a Game Changer.
Strengths
Red’s strengths are direct damage, artifact destruction, haste, temporary mana and impulse draw. Dragons, goblins, spellslinger, Treasure and aggressive combat decks are all classic red themes.Weak spots
Its weaknesses are significant, and knowing them helps you build around them. Red has very few answers to enchantments, struggles to remove large or indestructible creatures, and traditionally has trouble drawing cards in a sustainable way. It also has almost no ways to protect its own creatures. The picks below focus on patching those holes: Treasure-based ramp that also draws, impulse draw for card flow, and Chaos Warp for the threats damage cannot handle.Ramp: Treasure, Treasure, Treasure
Red rarely puts extra lands onto the battlefield. Instead, it makes Treasure tokens, which give you bursts of mana when you need them most. The best red ramp also draws cards.

Discard a card, then draw two and make two Treasure tokens, all at instant speed for four mana. You end up with more cards and the spell pays for itself, so you can cast something else right away or next turn.

The same effect as Big Score with a slightly different mana cost. Running both gives you two flexible ramp-and-draw spells, which is exactly what red needs to keep pace with green and artifact decks.

Every time you cast or copy an instant or sorcery, this creature makes a Treasure. It also gets bigger for each artifact you control. In spell-heavy decks, it ramps you every single turn.

Seven mana for a Treasure token for every land you control. That sounds expensive, but late in the game it can easily double your mana and let you cast your whole hand, or pump a big X spell.

Discard a card, then draw two cards and make two Treasures. That is real card selection plus a burst of mana in one spell. Red has few clean ways to refill and ramp at once, so this earns a slot in most lists.
Card draw: loot and impulse draw
Red’s card draw comes in two flavors: discarding to draw (looting) and exiling cards you can play for a short time (impulse draw). Both keep your hand moving.

One mana to draw two and discard two, with flashback for a second use. It does not give you extra cards, but it filters out dead lands and fills your graveyard, which makes it a strong pick in reanimator and madness decks.

Every land you play exiles the top card of your library, and you can play it for as long as it stays exiled. Anything you did not use goes to the graveyard at your end step and deals damage to each opponent. It is steady card advantage with a bonus burn.

Exile the top two cards and play them until the end of your next turn. If an opponent took damage this turn, it costs just one red mana. Aggressive decks can cast it for almost nothing.

Choose Khans and you exile the top card of your library each turn, and you can play it until you exile another. That is a free extra card every turn for four mana. Dragons mode can finish games too, but Khans is the usual pick.

You can play cards off the top of your library, but you cannot play cards from your hand. In decks full of cheap spells and lands, this lets you chain several plays per turn. When it runs dry, you can destroy it for a single red mana.
Removal
Red’s removal is great against small creatures and artifacts. For bigger threats, it relies on one unique catch-all answer.

Shuffles any permanent into its owner’s library, then they reveal the top card and put it onto the battlefield if it is a permanent. It is red’s only cheap answer to enchantments and big indestructible threats, and it gets around commanders returning to the command zone.

Two mana at instant speed for three damage to a creature, or to destroy an artifact. The artifact mode alone makes it worth a slot, because mana rocks and equipment are everywhere in Commander.

One mana for three damage to any target. It kills utility creatures, finishes off planeswalkers and can even close out a game. Efficiency like this never goes out of style.

One mana to destroy an artifact you do not control, or five mana to destroy every artifact you do not control. Against artifact-heavy tables, the one-sided overload can swing the game in a single turn.

For one red mana, deal 4 damage to a creature. It is a sorcery, but the rate is hard to beat. It cleanly answers most early threats and many utility creatures, which keeps fast starts from snowballing.

This instant deals 2 damage to a creature or planeswalker for one mana. With delirium it deals 6 instead, enough to kill most big creatures. In decks that fill the graveyard with different card types, it becomes premium removal.
Board wipes
Red’s wipes deal damage, so they are best when your own creatures are tough or few.

Deals 13 damage to every creature and costs one less for each creature on the battlefield. On a crowded board, it often costs a single red mana. Very few creatures survive it.

Choose three modes, repeating them as you like: one damage to each creature, two damage to each opponent, or destroy an artifact. It can sweep tokens, blow up three mana rocks or deal six damage to every opponent to end the game.

Deal 3 damage to each creature, and anything that would die is exiled instead. That shuts down recursion and death triggers. It clears out token swarms and small creature decks for just three mana, which suits red decks that rely on spells.

Four damage to each creature and each planeswalker clears most early and midgame boards. Hitting planeswalkers is a nice bonus that few red wipes offer. It is a clean reset button when you are behind on board.
Finishers and value engines

Make X 1/1 hasty Elementals. Each opponent can take X tokens too, but if they do, you get X more. Either way, you end up with a large hasty army, and it works best at the end of an opponent’s turn so the tokens are ready for yours.

Sacrifice a creature to deal one damage to any target, at no mana cost. It turns tokens into removal, saves creatures from exile effects by letting you cash them in, and can finish players off with a wide board.

Gain control of all creatures with power 4 or more, or all with power 3 or less, until end of turn. They untap and gain haste. Swing with your opponents’ armies and end the game in one big turn.

Whenever a creature you control attacks, Hellrider deals 1 damage to the defending player or planeswalker. With a wide board, that adds up to a lot of free damage. It turns any token army into a real clock.
Copy and steal
Red is the best color at borrowing what other players bring. These cards copy key spells or take a threat for a turn so you can use it against its owner.

Copy target instant or sorcery spell, and you may choose new targets. You can copy your own big spell or steal the effect of an opponent’s tutor, removal, or draw spell. Two mana for that kind of flexibility is a bargain.

Gain control of target creature until end of turn, untap it, and give it haste. Take the biggest blocker or attacker and point it at someone else. Pair it with sacrifice outlets so they never get it back.
Haste enablers
Creatures that attack the turn they land dodge sorcery-speed removal and wipes. These cheap cards give your whole team haste.

Your creatures have haste. That is all it does, but for three mana it makes every creature you play a threat right away. It is especially good with big dragons and token makers that want to attack immediately.

Your creatures have haste, and you can sacrifice a land to make a 3/3 golem later. It is an artifact enchantment, so it is a little harder to remove. The land-to-creature mode helps in long games when you flood.
Overperformers: strong cards that still cost pocket change
These cards look like upgrades on paper, yet they sell for less than a few dollars. Grab them before you spend money anywhere else.

Each time Laelia attacks, you exile the top card of your library and may play it this turn. She grows whenever cards are exiled from your library or graveyard. Haste means she starts drawing cards the turn she lands.

When it enters and whenever it attacks, Inferno Titan deals 3 damage divided as you choose. That clears small creatures or finishes off planeswalkers. It is removal and a big threat stapled together, and it takes over boards fast.
Worth the upgrade: red staples from $3 to $15
These cards cost a bit more but bring a real jump in power. Most of them show up in a wide range of red decks.

This flash creature copies an instant or sorcery when it enters. It works as a surprise answer or as a way to double your own payoff. It also combos with Twinflame or Heat Shimmer for infinite hasty tokens.

Whenever one or more of your creatures deal combat damage to a player, you make a Treasure. You can also sacrifice a Treasure to exile the top card and play it this turn. It ramps and draws in one cheap body, which is great for aggressive decks.

Discard two cards, then draw two, and make a 1/1 Elemental for each nonland you tossed. Later you can exile it from the graveyard for two more tokens. It filters your hand and leaves bodies behind, which red loves.

Each player discards their hand and draws seven cards. Miracle lets you cast it for two mana when it is the first card you draw that turn. It refills an empty hand and pairs well with any discard or wheel payoff.

This saga makes a Goblin that gives you Treasure, then lets you loot up to two cards. Finally it flips into a creature that copies your other nonlegendary creatures. It does three jobs in one card and stays useful all game.

Each player secretly picks a number, takes that much damage if theirs is highest, then everyone discards and draws seven. Most of the time you get a fresh hand cheaply. It is a fun, budget-friendly wheel for aggressive decks.

If a source you control would deal damage, it deals triple that damage instead. Every attack and burn spell becomes lethal very quickly. It costs six mana, but it ends games on the spot in almost any red deck.
Splurge picks: premium red cards
These are premium picks for when you want the strongest version of your deck. Some are Game Changers, which push a deck into a higher bracket, so check your table’s expectations first. Here, 2 are Game Changers (marked in red): one in your list puts the deck in bracket 3 or higher.

For one mana, search for any card and put it in your hand, then discard a card at random. It is red’s best tutor and finds combo pieces or answers on demand.

Whenever another creature enters under your control, Purphoros deals 2 damage to each opponent. It is an indestructible enchantment most of the time, so it is hard to remove. In token decks it drains the table in a few turns.

Add red mana equal to the cards in the commander’s hand, then exile the top three cards to play this turn. With your commander out, you get both modes.

A one-mana creature that makes a Treasure and exiles the top card of an opponent’s library when it hits a player. You can cast that card this turn. Dash lets you bring it in with haste later when the board is safer.

Change the target of a spell or ability. If you control a commander, you can cast it for free. It protects your key pieces while you are tapped out and can send removal right back at your opponents.
Honorable mentions
These cheap cards are worth considering, depending on your deck.
Starstorm (around $0.25): an instant-speed X damage wipe that can cycle away when you do not need it.
Thrill of Possibility (around $0.25): discard a card, draw two, at instant speed. Great with madness and graveyard themes.Two popular red staples, Professional Face-Breaker and Wheel of Misfortune, were above our $3 line at the time of writing. Both are worth picking up if a reprint brings their price down.
Show all 52 picks as a table
| Card | Role | Tier | Price |
|---|---|---|---|
| Big Score | Ramp | Budget | ~$0.50 |
| Unexpected Windfall | Ramp | Budget | ~$2 |
| Storm-Kiln Artist | Ramp | Budget | ~$1.75 |
| Brass’s Bounty | Ramp | Budget | ~$0.75 |
| Pirate’s Pillage | Ramp | Budget | ~$0.50 |
| Captain Lannery Storm | Ramp | Budget | ~$0.25 |
| Faithless Looting | Card draw | Budget | ~$0.50 |
| Valakut Exploration | Card draw | Budget | ~$2.50 |
| Light Up the Stage | Card draw | Budget | ~$0.25 |
| Outpost Siege | Card draw | Budget | ~$0.25 |
| Experimental Frenzy | Card draw | Budget | ~$0.25 |
| Ignite the Future | Card draw | Budget | ~$0.50 |
| Chaos Warp | Removal | Budget | ~$0.50 |
| Abrade | Removal | Budget | ~$0.25 |
| Lightning Bolt | Removal | Budget | ~$1 |
| Vandalblast | Removal | Budget | ~$1.50 |
| Flame Slash | Removal | Budget | ~$0.25 |
| Unholy Heat | Removal | Budget | ~$0.25 |
| Shattering Spree | Removal | Budget | ~$1.00 |
| Blasphemous Act | Board wipe | Budget | ~$0.75 |
| Fiery Confluence | Board wipe | Budget | ~$0.50 |
| Anger of the Gods | Board wipe | Budget | ~$0.25 |
| Storm’s Wrath | Board wipe | Budget | ~$0.25 |
| Brotherhood’s End | Board wipe | Budget | ~$1 |
| Tempt with Vengeance | Finisher | Budget | ~$0.50 |
| Goblin Bombardment | Finisher | Budget | ~$2.50 |
| Mob Rule | Finisher | Budget | ~$1.00 |
| Hellrider | Finisher | Budget | ~$0.50 |
| Impact Tremors | Finisher | Budget | ~$2.5 |
| Reverberate | Copy & steal | Budget | ~$3 |
| Act of Treason | Copy & steal | Budget | ~$0.25 |
| Wild Ricochet | Copy & steal | Budget | ~$0.25 |
| Fervor | Haste | Budget | ~$2.5 |
| Hammer of Purphoros | Haste | Budget | ~$0.25 |
| Anger | Haste | Budget | ~$0.25 |
| Laelia, the Blade Reforged | Card draw | Budget | ~$0.25 |
| Inferno Titan | Finisher | Budget | ~$0.25 |
| Hellkite Charger | Finisher | Budget | ~$1 |
| Dualcaster Mage | Copy & steal | Upgrade | ~$3.5 |
| Professional Face-Breaker | Ramp | Upgrade | ~$4.75 |
| Seasoned Pyromancer | Card draw | Upgrade | ~$5.5 |
| Reforge the Soul | Card draw | Upgrade | ~$5.75 |
| Fable of the Mirror-Breaker | Card draw | Upgrade | ~$6.25 |
| Wheel of Misfortune | Card draw | Upgrade | ~$7.5 |
| Fiery Emancipation | Finisher | Upgrade | ~$8 |
| Goldspan Dragon | Ramp | Upgrade | ~$11 |
| Gamble | Tutor | Splurge | ~$16 |
| Purphoros, God of the Forge | Finisher | Splurge | ~$26 |
| Jeska’s Will | Ramp | Splurge | ~$40 |
| Ragavan, Nimble Pilferer | Ramp | Splurge | ~$40 |
| Deflecting Swat | Protection | Splurge | ~$72 |
| Ancient Copper Dragon | Ramp | Splurge | ~$122 |
When to upgrade
When your red deck is ready for more, the first upgrades are usually stronger repeatable card draw and extra Treasure engines. Three red cards, Jeska’s Will, Gamble and Underworld Breach, are Game Changers, so check our Game Changers list before adding them.
When you are ready to see where your list stands, paste it into our free Deck Checker. It highlights any Game Changers and estimates your bracket in a few seconds, so you can upgrade without accidentally pushing the deck into a higher bracket than your table enjoys.
Starting from a preconstructed deck? Our precon upgrade guides show which cards to cut first and where cheap staples like these make the biggest difference.
Frequently asked questions
How does red handle enchantments in Commander?
Mostly with Chaos Warp. It is one of very few red cards that can remove any permanent, so most red decks play it. Many players pair red with white or green for extra enchantment answers.
What is the best budget red ramp?
Big Score and Unexpected Windfall. They make two Treasure tokens and draw two cards, so they ramp and refuel at the same time.
Is red card draw any good?
It is better than ever. Impulse draw like Valakut Exploration and Light Up the Stage gives red real card advantage, as long as you play the cards before they expire.
Which red board wipe should I play on a budget?
Blasphemous Act is the default choice. It is cheap in both price and mana when the board is full. Add Fiery Confluence if you face lots of tokens or artifacts.










