What follows is are the red commons for Guild Wars, including the multicolored, hybrid, split cards, and lands. Most have art in the MSE file.
If I’m good an anything when it comes to design, it isn’t red.
As usual, there’s an unfinished design.
Abyssal Mount (Common) 1R
Creature — Nightmare Horse
2/2 1B, Discard a creature card: Abyssal Mount gets +2/+0 until end of turn.
Aether Axe (Common) R
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Infuse 5R(You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Bloodfire Ritualist (Common) 1R
Creature — Human Shaman
1/2 Pernicious — Sacrifice Bloodfire Ritualist: Add 2 to your mana pool if an opponent lost life this turn.
Draw Blood (Common) (B/R)
Instant
Target player loses 1 life.
Draw a card.
Dynamize (Common) 2R
Instant
Creatures you control get +1/+0 and gain first strike until end of turn.
Infuse 7R(You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Electric Haze (Common) 1R
Sorcery
Until your next turn, target creature gains “This creature can’t block.”
Infuse 3R(You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Electronaut (Common) 2R
Creature — Human Wizard
3/2 2U: Return target creature blocking Electronaut to its owner’s hand.
Fast Fiend (Common) 2R
Creature — Devil
3/1
Haste
Fiery Darts (Common) 3R
Sorcery
Fiery Darts deals 3 damage damage divided as you choose among any number of target creatures.
Fly Away (Common) 1UR
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains flying and haste until end of turn.
Goblin Researcher (Common) 2UR
Creature — Goblin Wizard
2/2
When Goblin Researcher dies, you may return target instant or sorcery card from your graveyard to your hand.
Gore-House Ruffian (Common) 1R
Creature — Human Berserker
2/1 Pernicious — Gore-House Ruffian enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn.
Hellspark (Common) R
Sorcery
Create a 1/1 red Devil creature token. It has “When this creature dies, it deals 1 damage to target creature or player.”
Izzet Workshop (Common)
Land
Izzet Workshop enters the battlefield tapped.
When Izzet Workshop enters the battlefield, add 1 to your mana pool. T: Add U or R to your mana pool.
Needling Imp (Common) BR
Creature — Imp
1/3 T: Each opponent loses 1 life.
Pins (Common) B
Instant
Destroy target creature that was dealt damage this turn.
/// Needles (Common) R
Instant
Needles deals 1 damage to target creature.
Rakdos Keep (Common)
Land
Rakdos Keep enters the battlefield tapped.
When Rakdos Keep enters the battlefield, add 1 to your mana pool. T: Add B or R to your mana pool.
Reality Rift (Common) 3(U/R) (hybrid)
Sorcery
Creature tokens can’t block or be blocked this turn.
Riot Giant (Common) 5RR
Creature — Giant
7/5 Pernicious — Riot Giant has trample as long as an opponent lost life this turn.
Scorch (Common) 1R
Instant
Scorch deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
Skyclops (Common) 3R
Creature — Cyclops
4/3
Whenever you cast an instant or sorcery spell, untap Skyclops and it gains reach until end of turn.
Touch (Common) U
Instant
Tap target permanent.
/// Go (Common) R
Instant
Target creature gains haste until end of turn and attacks this turn if able.
Abyssal Mount - As much as I love a monored Nightmare Horse, I don't think a 2/2 for is actually acceptable at common with a quite good pump ability that enables graveyard shenanigans.
Aether Axe - Izzet keyword? Infuse has way too much tracking complexity in this iteration and a lasting effect doesn't actually feel especially Izzet.
Bloodfire Ritualist - Bit swingy, don't you think? I'd add one mana to the cost because a one-mana creature that taps for two mana seems like a developmental concern no matter the condition you have to satisfy.
Electronaut - Good.
Draw Blood - Even better.
I'm just gonna say that the infuse cards all get the same comment.
Fast Fiend - I know black is secondary in haste - here's the thing, secondary keywords should in no sense be on efficient commons. Devils are also, currently, much more red than they are black. If you want a hasty black common for Rakdos, it should be an Imp and have flying, or at least have a bigger toughness than power - anything that would make it justifiably black and not red.
Fiery Darts - Potential 3-for-1, so be wary at common.
Goblin Researcher - Probably fine. Seems like an uncommon but the stats say common.
Workshop cycle - I guess you need common duals in Ravnica, but not effectively-not-ETBT ones. This just seems like an invitation to make mana bases way more Christmaslandy than is warranted.
Mesmerize - Not blue and hasn't been for a long time. Ray of Command is now a bleed. Instant and dropping haste would make this okay.
Metallurgic Mastery - Fine but... why? I see zero artifact theme.
Needling Imp - Fine.
Pins // Needles - Can Pins cost one mana? I have no idea on the costing of this effect. Fatal Blow says that on a split card, never mind a both-halves-removal split card, it should cost one more mana.
Rakdos Keep - Previous comment applies.
Rakdos Abomination - I love "Demon Devil."
Riot Giant - Hey, red gets common huge fat, right?
Scorch - "Safely" costed to say the least.
Skyclops - Reach is now red, but untapping seems green even if it's on an instants/sorceries matter trigger. A pseudo-vigilance reach 4/3 is also hard to justify for that cost.
Touch // Go - Fine. Appropriately minor effects.
Unholy Stamina - Absolute unpickable dogtrash unless you drop the cost by one.
Hellspark - For the record, I forgot to make the changes to this card in the op, so what you saw was the pre-errata'd version. It's a 1 cmc sorcery now.
Electronaut - The hybrid creature cycle is all vanillas. The ability is as it is in order to force double (or more) blocks, etc.
If I’m good an anything when it comes to design, it isn’t red.
As usual, there’s an unfinished design.
Abyssal Mount (Common)
1R
Creature — Nightmare Horse
2/2
1B, Discard a creature card: Abyssal Mount gets +2/+0 until end of turn.
Aether Axe (Common)
R
Instant
Target creature gets +2/+2 and gains trample until end of turn.
Infuse 5R (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Bloodfire Ritualist (Common)
1R
Creature — Human Shaman
1/2
Pernicious — Sacrifice Bloodfire Ritualist: Add 2 to your mana pool if an opponent lost life this turn.
Draw Blood (Common)
(B/R)
Instant
Target player loses 1 life.
Draw a card.
Dynamize (Common)
2R
Instant
Creatures you control get +1/+0 and gain first strike until end of turn.
Infuse 7R (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Electric Haze (Common)
1R
Sorcery
Until your next turn, target creature gains “This creature can’t block.”
Infuse 3R (You may cast this spell for its infuse cost. If you do, exile it as it resolves and its effects last indefinitely.)
Electronaut (Common)
2R
Creature — Human Wizard
3/2
2U: Return target creature blocking Electronaut to its owner’s hand.
Fast Fiend (Common)
2R
Creature — Devil
3/1
Haste
Fiery Darts (Common)
3R
Sorcery
Fiery Darts deals 3 damage damage divided as you choose among any number of target creatures.
Fly Away (Common)
1UR
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains flying and haste until end of turn.
Goblin Researcher (Common)
2UR
Creature — Goblin Wizard
2/2
When Goblin Researcher dies, you may return target instant or sorcery card from your graveyard to your hand.
Gore-House Ruffian (Common)
1R
Creature — Human Berserker
2/1
Pernicious — Gore-House Ruffian enters the battlefield with a +1/+1 counter on it if an opponent lost life this turn.
Hellspark (Common)
R
Sorcery
Create a 1/1 red Devil creature token. It has “When this creature dies, it deals 1 damage to target creature or player.”
Izzet Weird (Common)
2(U/R)
Creature — Weird
2/3
*vanilla*
Izzet Workshop (Common)
Land
Izzet Workshop enters the battlefield tapped.
When Izzet Workshop enters the battlefield, add 1 to your mana pool.
T: Add U or R to your mana pool.
Metallurgic Mastery (Common)
1RR
Sorcery
Create a 3/3 colorless Golem artifact creature token.
Needling Imp (Common)
BR
Creature — Imp
1/3
T: Each opponent loses 1 life.
Pins (Common)
B
Instant
Destroy target creature that was dealt damage this turn.
///
Needles (Common)
R
Instant
Needles deals 1 damage to target creature.
Rakdos Keep (Common)
Land
Rakdos Keep enters the battlefield tapped.
When Rakdos Keep enters the battlefield, add 1 to your mana pool.
T: Add B or R to your mana pool.
Rakdos Abomination (Common)
4(B/R)
Creature — Demon Devil
5/4
*vanilla*
Reality Rift (Common)
3(U/R) (hybrid)
Sorcery
Creature tokens can’t block or be blocked this turn.
Riot Giant (Common)
5RR
Creature — Giant
7/5
Pernicious — Riot Giant has trample as long as an opponent lost life this turn.
Scorch (Common)
1R
Instant
Scorch deals 2 damage to target creature or player. If a creature dealt damage this way would die this turn, exile it instead.
Skyclops (Common)
3R
Creature — Cyclops
4/3
Whenever you cast an instant or sorcery spell, untap Skyclops and it gains reach until end of turn.
Touch (Common)
U
Instant
Tap target permanent.
///
Go (Common)
R
Instant
Target creature gains haste until end of turn and attacks this turn if able.
Unholy Stamina (Common)
BR
Enchantment — Aura
Enchant creature
Enchanted creature gets +3/+1.
Aether Axe - Izzet keyword? Infuse has way too much tracking complexity in this iteration and a lasting effect doesn't actually feel especially Izzet.
Bloodfire Ritualist - Bit swingy, don't you think? I'd add one mana to the cost because a one-mana creature that taps for two mana seems like a developmental concern no matter the condition you have to satisfy.
Electronaut - Good.
Draw Blood - Even better.
I'm just gonna say that the infuse cards all get the same comment.
Fast Fiend - I know black is secondary in haste - here's the thing, secondary keywords should in no sense be on efficient commons. Devils are also, currently, much more red than they are black. If you want a hasty black common for Rakdos, it should be an Imp and have flying, or at least have a bigger toughness than power - anything that would make it justifiably black and not red.
Fiery Darts - Potential 3-for-1, so be wary at common.
Goblin Researcher - Probably fine. Seems like an uncommon but the stats say common.
Gore-House Ruffian - Fine.
Hellspark - Makes a damn mess of combat, be wary.
Izzet Weird - 2/3? Red has a history of that.
Workshop cycle - I guess you need common duals in Ravnica, but not effectively-not-ETBT ones. This just seems like an invitation to make mana bases way more Christmaslandy than is warranted.
Mesmerize - Not blue and hasn't been for a long time. Ray of Command is now a bleed. Instant and dropping haste would make this okay.
Metallurgic Mastery - Fine but... why? I see zero artifact theme.
Needling Imp - Fine.
Pins // Needles - Can Pins cost one mana? I have no idea on the costing of this effect. Fatal Blow says that on a split card, never mind a both-halves-removal split card, it should cost one more mana.
Rakdos Keep - Previous comment applies.
Rakdos Abomination - I love "Demon Devil."
Riot Giant - Hey, red gets common huge fat, right?
Scorch - "Safely" costed to say the least.
Skyclops - Reach is now red, but untapping seems green even if it's on an instants/sorceries matter trigger. A pseudo-vigilance reach 4/3 is also hard to justify for that cost.
Touch // Go - Fine. Appropriately minor effects.
Unholy Stamina - Absolute unpickable dogtrash unless you drop the cost by one.
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Thanks void_nothing!
Fast Fiend - All of these cards are red. The mana cost was a mistype. Fixed from 1B to 2R.
Mesmerize - Changed to fly away.
Bloodfire Ritualist - Increased mana cost by 1. Ability cost changed from tap to sacrifice.
Abyssal Mount - Ability cost changed from "B, Discard a card" to "B, Discard a creature card" and pump effect reduced from +2/+1 to +2/+0
Hellspark - Changed from 1R instant to R sorcery.
Izzet Weird - Changed from 3/2 to 2/3
Electronaut - Changed from 2/3 to 3/2. Ability increased by 2.
Metallurgic Mastery - It's a way in increase the instant and sorcery count at common for Izzet without compromising creature density.
Riot Giant - Red usually tops off at 6 power, but 7 power isn't entirely unprecedented.
Skyclops - Reach moved into the triggered ability so he's vanilla on the defense unless you cast an instant or sorcery.
Unholy Stamina - Mana cost reduced.
The Land Cycle - Hmm, I'll think on it.
Hellspark - For the record, I forgot to make the changes to this card in the op, so what you saw was the pre-errata'd version. It's a 1 cmc sorcery now.
Electronaut - The hybrid creature cycle is all vanillas. The ability is as it is in order to force double (or more) blocks, etc.