MagicField guides
RG

Red–Green

Green creatures with red removal

51.9% game win · 513 games · -4.6 vs 56.5% average · Pick-Two Draft, Aug 11–29, 2026 · 17Lands ↗
Mode

How it wins

Build around playable creatures and answers. Add four-power or Bear synergies only when the cards you actually have support them.

Early
Put a creature into play that can trade or attack. Avoid openings made entirely of future improvements.
Middle
Use Hunter or land-scaled Pathmaker to provide a larger body; choose removal that works with your current battlefield.
Finish
Wargling can turn a four-power attacker into team trample. A strong rare can help, but the deck must function without drawing it.

What it needs

Your actual pool offers early creatures, interaction and a reason to stay green-red.

Four checks while you draft

  1. 1
    Useful early creatures

    Do you have early plays, rather than several creatures competing for the same later turn?

    Attercop threatens larger creatures through deathtouch; Wargling starts as a two-mana body.

  2. 2
    Real support for four power

    Can the condition exist before the relevant attack or combat trigger?

    Hunter can counter itself to reach four power; Pathmaker needs enough lands to reach that size.

  3. 3
    Removal you can use

    Would this spell still work if your best creature were removed?

    Pinecone does not require your creature; Quarrel does. An Attercop can make Quarrel dangerous to larger creatures.

  4. 4
    Castable threats and follow-up

    Does your mana support the early plays as well as your expensive card?

    Hobbit Hole can find either basic. Beorn needs two green mana and becomes better with other creatures surviving.

Choose the missing job before another reward that needs it.

What to take next

You have Rabbit or Wargling but lack a four-power source.

Consider Hunter before another conditional reward.

Its counter can establish the missing condition without another card.

Beorn is your early standout pick.

Favor useful early creatures and reliable green mana.

Beorn can turn existing creatures into Bears; you do not need to force black or reject every non-Bear.

The support is missing

Treat this as a flexible construction, not a compulsory named engine. Keep an early green rare while remaining open to another partner color.

Signals to watch
  • Useful green opening creatures and red interaction arriving together can justify this flexible pair. A solitary expensive green threat does not show that the red-green deck is available.
  • Watch for four-power support that also belongs in your curve, such as Hunter, rather than collecting condition-dependent rewards first. Hunter’s hybrid cost also serves neighboring decks.

Repeated useful cards are clues, not proof that the colors are open.

Don’t
Hybrid is playable here

Hunter’s black/green symbol can be paid with green. Ordinary black-green cards still require both colors.

Quarrel needs a creature

Do not count it as unconditional removal. Losing your damage source in response can leave the opposing threat untouched.

Pick-Two: check both jobs

Two expensive green-red cards do not supply the turns before them. A four-power reward still needs a timely enabler and a board that can attack profitably.

Best commons & uncommons

17Lands ↗ · Aug 11–29, 2026 · at least 100 card-in-hand instances in this pair’s no-splash decks. Choose the job your deck needs first.

Bombs in these colors

17Lands Pick-Two ↗ · Aug 11–29, 2026 · 100-instance minimum

Cards for this pair

Worked turns

2 examples

Examples apply the printed rules; judge the board, costs and timing.

Wargling + Duskwatch Hunter

  1. Play Wargling, then cast Hunter before combat on a later turn.
  2. Put Hunter’s entry counter on itself, making it 4/2 if nothing else changes its stats.
  3. Attack with Wargling while you still control four power. Its trigger gives your team trample; the newly cast Hunter usually cannot attack yet.

A small deathtoucher can remove a large creature

  1. Keep Attercop on the battlefield. It already has deathtouch; a landfall bonus is not required for that ability.
  2. Cast Quarrel targeting Attercop and an opposing creature. If both relevant targets remain legal and the spell resolves, Attercop deals its power in damage with deathtouch.
  3. The opposing creature does not deal damage back. This is one-way damage, not a fight; removal of Attercop in response can still stop your intended damage.

Adapt the plan to your format

Pick-TwoOne-pickSealed
An early body or answer beside the threat can complete more of the deck than a second expensive reward. Count the four-power enablers and mana sources already drafted before treating two related-looking cards as a working package.Choose the missing curve play or independent interaction before further top end. Keep the partner color open if red supplies only filler while another color better supports the green core.Treat red-green as a pool-dependent creature deck. Early plays, payable removal and mana may justify it; there is no official RG archetype that makes weak supporting cards compulsory.

More card pairings

Rules for every deck →What every two-color deck needs before the plan: early plays, answers, a curve and mana · BuildOpen the workshop →