
Red XIII, Proud Warrior
The Commander
Vigilance, trample
Other modified creatures you control have vigilance and trample. (Equipment, Auras you control, and counters are modifications.)
Cosmo Memory — When Red XIII enters, return target Aura or Equipment card from your graveyard to your hand.
Guide
Gameplan
Suit up creatures with Auras, Equipment, and counters to turn them into evasive, vigilant threats that attack and defend simultaneously. Red XIII himself recurs your best Aura or Equipment from the yard on each entry, so blink and recast value snowballs your board. You win by going wide with modified creatures or tall with a single Voltron threat that swings every turn while keeping blockers back.
Strengths
- Vigilance + trample on your whole modified team makes alpha strikes safe and consistent
- Built-in Aura/Equipment recursion provides resilience against removal and board wipes
- Cheap 3-mana commander with evasion that can carry equipment early
- Green-red gives ramp, tutors, and aggressive payoffs for go-wide or Voltron
Weaknesses
- Heavily reliant on creatures and the auras/equipment attached to them, vulnerable to wraths
- Two-for-one risk when enchanted creatures are spot-removed
- Lacks built-in card draw outside green staples
- Recursion only triggers when Red XIII enters, so it's slow if he stays put
Key Cards
- Colossus Hammer — Cheap equipment that produces a huge, tramping, vigilant threat and is easily recurred by Red XIII.
- Ardenn, Intrepid Archaeologist — Moves all your equipment and auras around for free, spreading vigilance/trample and dodging removal.
- Sram, Senior Edificer — Draws a card for every Aura and Equipment you cast, fueling the modified theme.
- Bruenor Battlehammer — Free equip costs and +1/+1 per equipped creature pushes the equipment plan to lethal.
- Shape Anew — Sacrifices a cheap modification target to cheat in a bomb, but more importantly equipment density is rewarded everywhere.
- The Ozolith — Banks counters from dying creatures, keeping your modification engine running through removal.
- Ghostly Flicker — Blinks Red XIII to retrigger Cosmo Memory and rebuy your best gear.
Upgrade Path
Add efficient tutors like Stoneforge Mystic, Steelshaper's Gift, and Open the Armory to find your best gear, plus flicker effects to abuse Cosmo Memory repeatedly. Improve the mana with Sol Ring, Skullclamp for draw, and protective pieces like Swiftfoot Boots and Heroic Intervention to guard your investments. Finish with high-impact equipment such as Embercleave and Sword of Feast and Famine to close games fast.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Wide board of vigilant, trampling modified creatures swinging for lethal
- ▸Single Voltron threat with stacked equipment dealing commander-damage kills
- ▸Colossus Hammer or other power boosts turning small creatures into one-shot threats
Archetypes
- Voltron — Stack auras and equipment on one creature with built-in trample evasion and recursion insurance.
- Equipment Aggro — Go wide with cheaply equipped creatures that all gain vigilance and trample to swing and block.
- Auras/Enchantress — Aura payoffs plus Red XIII's graveyard recursion make enchanting creatures low-risk.
- +1/+1 Counters — Counters count as modifications, so counter creatures inherit vigilance and trample.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GR), by popularity.

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