isn't playing around board wipes a requirement for aggro decks in general when facing control? Laughing
i am still on the fence regarding Ferocidon, though. i think Lathnu Hellion's better. in my mind, closing the game early beats trying to prevent life gain, simply because U/W Approach can win in 8 turns.
Playing around Settle is sort of a different affair than the standard Wrath of God style of boardwipe. Not only do we have to manage what we cast, because of Fumigate, but how we attack, since Settle is instant speed.
Ferocidon is miles better than Hellion when it comes to UW Approach. If you stick it, the anti-life gain clause is going to net you more "damage" in the form of negated lifegain than Hellion could hope to. Between Authority, Caracal, Approach, Blessed Alliance, and Sunscourge Champion, I've had UW decks gain more than 20 life in a game.
AofSS takes out counters after side boarding and puts in sunscourge champion, settle the wreckage and regal Caracal.
We can't beat them by attacking, so we need to cast ferocidon on turn three to stop them from gaining life and then got them with burn and ramunap ruins damage.
We need to put in repeating barrage as well as a couple of Flame lashes from the sideboard.
They are expecting to deal with creatures so they will keep a couple of essence scatter in the deck and put their own creatures to block.
So we take out the one drops and use shock and lightning strike to hit them, then drop a ferocidon and keep it back,same with hazoret, then we hit them with burn.
I'd play only khenra, ferocidon, hazoret, crasher and glorybringer after sideboard and load up on burn, you only want to attack with one creature a turn to play around settle and enable raid for the barrage.
If they want to tap at end of our turn to glimmer, then we burn them in response, I think flame lash is an overlooked gem for the sideboard against U/W, since 4 damage is a lot.
Playing fewer creatures also goes around authority of the consuls. Also you can discard khenra to hazoret and eternalize it later in the game, so it's better to do that than attacking for 2 damage.
Could it be that the more burn heavy approach is better to deal with Energy and Approach matches? Running 4 each of Shock, Strike, Abrade, then 2-3 Barrage, Flame Lash, Magma Spray, and potentially Puncturing Blow to deal with Scarab Gods, then fill the rest of the deck with the usual creatures.
Something like this gives early game aggro to pressure life totals, then the burn is versatile in that it can be removal or give plenty of reach in the late game.
Match 2 was another brew r/u artifacts with Reckless Fireweaver, he got me game one dropping 3 Fireweavers in a row while I could not draw direct damage. I trounced him games 2-3.
Match 3 was against Temur Energy on the Scarab God plan. I got this one 2-0, although the second game he got a Scarab God out and I dropped tandem Ahn-crop Crashers to clamp down every other turn. He went to make a Zombie and Scavenger Grounds did its job.
Match 4 was u/w Approach. Again 2-0. Game 1 I rolled over him. After sideboard he had accessed counter magic and I ran out bait for the first 4 turns before dropping a Chandra and riding her to an emblem while doing 2 points a turn. Emblem, spell, sacrifice a Desert and it was over.
My list was not ideal as I couldn't find (although I have them amongst my cards) my second Scavenger Ground,my 2 Chandra's Defeats, and I am lacking a forth Chandra, Torch of Defiance.
Match 2 was another brew r/u artifacts with Reckless Fireweaver, he got me game one dropping 3 Fireweavers in a row while I could not draw direct damage. I trounced him games 2-3.
Match 3 was against Temur Energy on the Scarab God plan. I got this one 2-0, although the second game he got a Scarab God out and I dropped tandem Ahn-crop Crashers to clamp down every other turn. He went to make a Zombie and Scavenger Grounds did its job.
Match 4 was u/w Approach. Again 2-0. Game 1 I rolled over him. After sideboard he had accessed counter magic and I ran out bait for the first 4 turns before dropping a Chandra and riding her to an emblem while doing 2 points a turn. Emblem, spell, sacrifice a Desert and it was over.
My list was not ideal as I couldn't find (although I have them amongst my cards) my second Scavenger Ground,my 2 Chandra's Defeats, and I am lacking a forth Chandra, Torch of Defiance.
Great report, to be fair, running a 14/2/4 split of Mountains/Scavenger Grounds/Sunscorched might be the way to go with Scarab God finding home in a lot of decks now. As for the sideboard, I noticed 2 Harsh Mentors and a Skysovereign. I'd like to get your understanding on why those 3?
Sooo...I've been deep in the tank on different angles of attack out of the board. I'll preface this by saying I haven't tested it yet, so it could be a total bust...but have any of you considered Makeshift Munitions? I don't love it, but hear me out. It gives us another way of closing out games outside of the combat step, a profitable way to sacrifice valuable, recursive, creatures in response to Settle the Wreckage, and it offers a means of tossing our team at them in response to Fumigate to prevent lifegain. It has a few other niche applications, but mainly those combined with a cheap CMC and a difficult-to-interact with card type. You could tailor the board a bit for it as well, I guess. Stealing an opposing Hazoret with Kari Zev's Expertise, playing munitions for free, and then flinging it back at them for 1 would be the lolz. I dunno if games would be won, but lolz would occasionally be had.
Anyway, that's my attempt at obtuse tech. It actually occurred to me while thinking of ways to use Claim // Fame with Bloodcrazed Paladin.
I found my Scavenger Grounds last night so it is in the deck. Harsh Mentor was thrown in because I couldn't find (again found them last night) my Chandra's Defeats, and in case of any decks doing durdling things but I did not side them in. The Skysovereign, Consul Flagship is a placeholder for a fourth Chandra I am waiting on (its in the mail). My thought was I could use Ahn-crop Crasher to crew and fly over if the ground gets gummed up if anyone was going wide, or on any dino plan.
isn't playing around board wipes a requirement for aggro decks in general when facing control? Laughing
i am still on the fence regarding Ferocidon, though. i think Lathnu Hellion's better. in my mind, closing the game early beats trying to prevent life gain, simply because U/W Approach can win in 8 turns.
Playing around Settle is sort of a different affair than the standard Wrath of God style of boardwipe. Not only do we have to manage what we cast, because of Fumigate, but how we attack, since Settle is instant speed.
Ferocidon is miles better than Hellion when it comes to UW Approach. If you stick it, the anti-life gain clause is going to net you more "damage" in the form of negated lifegain than Hellion could hope to. Between Authority, Caracal, Approach, Blessed Alliance, and Sunscourge Champion, I've had UW decks gain more than 20 life in a game.
i see. well, i hope i never get to face such a deck at the LGS. i really hate lifegain when there's no Skullcrack.
well, i should have brought in at least 2 ferocidons because the 4 color energy decks piloted by the best players have Cartouche of Ambition in the sideboard to be attached to Bristling Hydra. they removed Aethersphere Harvester from the SB because they reasoned it can just be hit with Abrade.
went 2-2. i felt like i could have won the 4 color energy match had i not experienced color screw that disabled me from casting the 2 Unlicensed Disintegration from my hand.
well, i should have brought in at least 2 ferocidons because the 4 color energy decks piloted by the best players have Cartouche of Ambition in the sideboard to be attached to Bristling Hydra. they removed Aethersphere Harvester from the SB because they reasoned it can just be hit with Abrade.
went 2-2. i felt like i could have won the 4 color energy match had i not experienced color screw that disabled me from casting the 2 Unlicensed Disintegration from my hand.
The sole reason why I'm incredible hesitant on trying out the R/B aggro build is because of inconsistency in mana. It opens up more option, but the inconsistency of mana can be a huge problem.
Pretty much most the RR decks we are seeing are identical to the stock main list; however, it is very interesting taking a look at the SB options. It appears majority have decided to push to 4 Ferocidon as that appears to be the ideal card needed to stop life-gain/UW Approach decks.
I played a buddy of mine before FNM on friday against a U/B Revels deck he was trying that also ran a ton of life-gain. Our deck gets absolutely gassed against any possible life-gain, so I can definitely see Ferocidon jumping to 4 of's in the sideboard. Also it appears Glorybringer is at a 3 in the board.
Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.
So it appears as well that 1 of the top 4 was running Ramunap Red and the general stock list that is. Top 4 was dominated by U/B Control which is another thing to worry about. It appears this format is slowly shifting to a possible control dominated format.
I'd also like to note that Javier Dominguez has placed himself in the Finals of Worlds sweeping U/B Control 3-0! Congrats to both Ramunap Red and Dominguez.
So it looks like a heavyweight battle between Temur Energy vs Ramunap Red aka the two tier-1 decks from last format.
This is the version I’ve been testing with some success. I need some more testing with sultai energy, but over all I haven’t had any issues with the R/x mirror, or approach decks.
Sultai was been a hard matchup though. Their creatures are better, the removal has to line up properly and blossoming defense makes things worse. Glorybringer and fatal push helps, but I either want a sweeper effect or harsh mentor to punish the, for damage.
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"I do as I choose, and I answer to no one!"
—Dr. Doom
-My approach to building decks. Sometimes it works.
Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.
i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.
but is that the best tech Red has against Temur, though? do we have other options? thanks!
Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.
i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.
but is that the best tech Red has against Temur, though? do we have other options? thanks!
I’ve been running two Kari Zev expertise in the side. It’s been nice to steal a Scarab God, ripjaw raptor, longtusk cub with a few counters. I even stole a gear bulk. There was two occasions where I stole a 2/2 cub or servant when it was my opponents only creature but it was to swing back for close to game. I don’t know if it’s gimmicky yet. Ran a few dozen games and it’s done pretty good. We don’t have too many options against big creatures. Adding black for unlicensed disintegration could work. Swap soul scar for inventors apprentice. Swap Kari Zev for scrap heap. Cut two abrades for key to the city and cut one crasher for Pia Nalaar. Most games I’m losing the only card I usually want is unconditional removal witch Red really doesn’t have. Someone mentioned puncturing blow which is a 4 mana deal 5 and exile. Maybe that’s worth a try as a two of in the sb instead of the expertise
It appears I intuited the Harsh Mentor SB option for Temur Energy, although it appears Javier ran Aethersphere Harvester vs. Skysovereign (my place holder) for 3/5 flyer with life gain, my list wasn't too far off. It looks like there wasn't too much innovation at Worlds, what 3-4 deck archetypes? Which means I will see more control decks Tuesday night for Standard at my LGS. I like the idea of Kari Zev in the side to steal and cast a freebie may be a corner turner. Definitely going to drop Ferocidon in as I had mused before.
I've played primarily aggro, and resisted getting on the train for a number of reasons--work made it hard to justify spending the $$ on Hazorets, and blah blah blah.
Any Good articles/videos streamers?
Tips/Guides for the mirror? What's the sideboard plan? What cards are most important?
What about Temur energy? What's the general strategy? Sideboard. What's their sideboard plans? Wht are the key cards in the matchup?
Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.
i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.
but is that the best tech Red has against Temur, though? do we have other options? thanks!
I’ve been running two Kari Zev expertise in the side. It’s been nice to steal a Scarab God, ripjaw raptor, longtusk cub with a few counters. I even stole a gear bulk. There was two occasions where I stole a 2/2 cub or servant when it was my opponents only creature but it was to swing back for close to game. I don’t know if it’s gimmicky yet. Ran a few dozen games and it’s done pretty good. We don’t have too many options against big creatures. Adding black for unlicensed disintegration could work. Swap soul scar for inventors apprentice. Swap Kari Zev for scrap heap. Cut two abrades for key to the city and cut one crasher for Pia Nalaar. Most games I’m losing the only card I usually want is unconditional removal witch Red really doesn’t have. Someone mentioned puncturing blow which is a 4 mana deal 5 and exile. Maybe that’s worth a try as a two of in the sb instead of the expertise
there are 3 big red decks at today's MTGO results. is that the way for mono red going forward to combat decks such as Temur Energy? mainboard ability to go past Bristling Hydra with Glorybringer looks nice.
there are 3 big red decks at today's MTGO results. is that the way for mono red going forward to combat decks such as Temur Energy? mainboard ability to go past Bristling Hydra with Glorybringer looks nice.
See, I'm not entirely sure that Ramunap Red is shifting to a larger creature build just yet. With Dominguez's success with the stock list in the World Championship, I'm still believing they are trying to figure out exactly what Mono-Red is going to establish as. It definitely has Tier 1 status so far in this format with the incredibly aggro speed it possesses, but is it more based on small creatures spitting wide or larger creatures over the top; I am not sure we know.
Dominguez had beaten Layton already in Standard prior, it just didn't fall his way in the finals. The way he absolutely slaughtered U/B Control showed me that it isn't necessarily about going large. The previous 3 Ramunap Red in the competitive MTGO leagues did go large and 5-0'd which is very nice. I hope though over the next week or so, we will have a better understanding of what to expect for Mono-Red going forward so I can finalize my 75 before heading to any competitive local scenes in the area.
I quite like PVDDR's list with a couple of Harsh Mentor main, if you're expecting a large Temur Energy field. However, it's very susceptible to removal pretty quick. It could also be worth thinking of more in the side, if Temur is especially heavy in your expected meta. Good write up in CFB with suggested sideboard plans.
I feel we have a strong match up game one against almost everybody in the field. Winning one out of the next two games isn’t quite that hard. I think we need some better sb tech to be honest. I think the main deck is pretty good the way it is.
4 bomat
4 soul scar
3 Kari zev
4 khenra
4 crasher
4 hazoret
4 lightning strike
4 shock
3 abrade
24 lands
There is room for 2 more cards.i personally like 2 hungry flames, 2 built to smash or 2 open fire. We were playing collective defiance and I feel all three of these cards are better. Hungry flames kills the majority of tenur energys creatures and tokens. Built to smash is almost like a lava spike in this deck and open fire is another way to get damage through to opponent. It’s an instant so it’s not the end of the world. I really like hungry flames. A lot of creature decks in my meta.
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Playing around Settle is sort of a different affair than the standard Wrath of God style of boardwipe. Not only do we have to manage what we cast, because of Fumigate, but how we attack, since Settle is instant speed.
Ferocidon is miles better than Hellion when it comes to UW Approach. If you stick it, the anti-life gain clause is going to net you more "damage" in the form of negated lifegain than Hellion could hope to. Between Authority, Caracal, Approach, Blessed Alliance, and Sunscourge Champion, I've had UW decks gain more than 20 life in a game.
Modern: R Skred -- WBG Melira Co -- URW Nahiri Control
Legacy: R Mono Red Burn -- UWB Stoneblade
Commander: R Krenko, Mob Boss -- WUBRG Scion of the Ur-Dragon -- WUBRG Maze’s End
Other: R No Rares Red (Standard) -- URC Izzet Tron (Pauper)
We can't beat them by attacking, so we need to cast ferocidon on turn three to stop them from gaining life and then got them with burn and ramunap ruins damage.
We need to put in repeating barrage as well as a couple of Flame lashes from the sideboard.
They are expecting to deal with creatures so they will keep a couple of essence scatter in the deck and put their own creatures to block.
So we take out the one drops and use shock and lightning strike to hit them, then drop a ferocidon and keep it back,same with hazoret, then we hit them with burn.
I'd play only khenra, ferocidon, hazoret, crasher and glorybringer after sideboard and load up on burn, you only want to attack with one creature a turn to play around settle and enable raid for the barrage.
If they want to tap at end of our turn to glimmer, then we burn them in response, I think flame lash is an overlooked gem for the sideboard against U/W, since 4 damage is a lot.
Playing fewer creatures also goes around authority of the consuls. Also you can discard khenra to hazoret and eternalize it later in the game, so it's better to do that than attacking for 2 damage.
I see the creatures after board as:
4 khenra
4 ferocidon
2 crasher
3 hazoret
4 glorybringer
And burn
4 shock
4 lightning strike
2 repeating barrage
3 flame lash- hits player or an eternalized creature
3 abrade
Other
2 kari zev's expertise
2 fling
Lands - 23
Fling is useful if they try to cast out hazoret or settle the wreckage her.
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Good catch, I'll change it to flame lash instead, I wasn't aware of its existence, I got back into magic when amonkhet came out.
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Something like this gives early game aggro to pressure life totals, then the burn is versatile in that it can be removal or give plenty of reach in the late game.
15 Mountain
4 Ramunap Ruins
4 Sunscorched Desert
1 Scavenger Grounds
Creatures (19)
4 Bomat Courier
4 Soul-Scar Mage
4 Earthshaker Khenra
4 Ahn-Crop Crasher
3 Hazoret the Fervent
3 Abrade
4 Shock
4 Lightning Strike
2 Repeating Barrage
2 Flame Lash
2 Puncturing Blow
3 Glorybringer
3 Rampaging Ferocidon
2 Chandra, Torch of Defiance
2 Chandra's Defeat
2 Harsh Mentor
2 Vance's Blasting Cannons
1 Kari Zev's Expertise
4 Ahn-Crop Crasher
4 Earthshaker Khenra
4 Soul-Scar Mage
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
4 Lightning Strike
4 Shock
1 Chandra, Torch of Defiance
14 Mountain
4 Ramunap Ruins
1 Scavenger Grounds
1 Grasping Dunes
4 Sunscorched Desert
Sideboard
Match 1 was against a Mardu Brew abusing Settle the WreckageIxalan's Binding Sanguine Sacrament Approach of the Second SunCrested Sunmare Sunbird's Invocation. This was a seriously killer brew and the only match I lost 1-2. Game one I was stuck on 1 red mana forever. Game 3 he got double Sunbird while I flooded.
Match 2 was another brew r/u artifacts with Reckless Fireweaver, he got me game one dropping 3 Fireweavers in a row while I could not draw direct damage. I trounced him games 2-3.
Match 3 was against Temur Energy on the Scarab God plan. I got this one 2-0, although the second game he got a Scarab God out and I dropped tandem Ahn-crop Crashers to clamp down every other turn. He went to make a Zombie and Scavenger Grounds did its job.
Match 4 was u/w Approach. Again 2-0. Game 1 I rolled over him. After sideboard he had accessed counter magic and I ran out bait for the first 4 turns before dropping a Chandra and riding her to an emblem while doing 2 points a turn. Emblem, spell, sacrifice a Desert and it was over.
My list was not ideal as I couldn't find (although I have them amongst my cards) my second Scavenger Ground,my 2 Chandra's Defeats, and I am lacking a forth Chandra, Torch of Defiance.
Great report, to be fair, running a 14/2/4 split of Mountains/Scavenger Grounds/Sunscorched might be the way to go with Scarab God finding home in a lot of decks now. As for the sideboard, I noticed 2 Harsh Mentors and a Skysovereign. I'd like to get your understanding on why those 3?
BB8-RackBB
Pauper:
UUDelverlUU
Anyway, that's my attempt at obtuse tech. It actually occurred to me while thinking of ways to use Claim // Fame with Bloodcrazed Paladin.
With the 4C Energy decks gaining popularity with Hostage Taker and The Scarab God, what are the thoughts on handling this? I am thinking of a one of Rampaging Ferocidon as well. Settle the Wreckage is a really good card and a pain in the butt.
i see. well, i hope i never get to face such a deck at the LGS. i really hate lifegain when there's no Skullcrack.
went 2-2. i felt like i could have won the 4 color energy match had i not experienced color screw that disabled me from casting the 2 Unlicensed Disintegration from my hand.
The sole reason why I'm incredible hesitant on trying out the R/B aggro build is because of inconsistency in mana. It opens up more option, but the inconsistency of mana can be a huge problem.
BB8-RackBB
Pauper:
UUDelverlUU
anyway, lots of mono red lists at Worlds.
taking a look at the the Champ PVDR's Hazored deck
4 Hazoret the Fervent
3 Kari Zev, Skyship Raider
4 Bomat Courier
4 Soul-Scar Mage
4 Earthshaker Khenra
2 Harsh Mentor
4 Ahn-Crop Crasher
4 Lightning Strike
4 Shock
3 Abrade
Land 24
4 Ramunap Ruins
15 Mountain
4 Sunscorched Desert
1 Scavenger Grounds
3 Chandra, Torch of Defiance
3 Aethersphere Harvester
2 Glorybringer
3 Rampaging Ferocidon
2 Pia Nalaar
2 Chandra's Defeat
Harsh Mentor may just be what i need vs a Temur Energy heavy meta. "activate Longtusk Cub, Whirler Virtuoso or Bristling Hydra? take 2 damage, sir."
especially Bristling Hydra, which usually drop when they are at 10 or less life already.
i have to get me a playset.
there's an interesting Red Deck by Donald Smith:
4 Bomat Courier
3 Soul-Scar Mage
4 Earthshaker Khenra
4 Wily Goblin
3 Captain Lannery Storm
3 Hazoret the Fervent
2 Glorybringer
4 Chandra, Torch of Defiance
Instant 10
3 Shock
4 Lightning Strike
3 Abrade
Land 23
16 Mountain
4 Ramunap Ruins
3 Sunscorched Desert
1 Abrade
1 Hazoret the Fervent
2 Glorybringer
4 Rampaging Ferocidon
2 Pia Nalaar
2 Chandra's Defeat
1 Scavenger Grounds
2 Key to the City
I played a buddy of mine before FNM on friday against a U/B Revels deck he was trying that also ran a ton of life-gain. Our deck gets absolutely gassed against any possible life-gain, so I can definitely see Ferocidon jumping to 4 of's in the sideboard. Also it appears Glorybringer is at a 3 in the board.
Harsh Mentor is a very interesting tech against Temur Energy filled meta's as mentioned above. If you appear to be facing a ton of Temur Energy then I definitely recommend running atleast 2 of in the SB.
So it appears as well that 1 of the top 4 was running Ramunap Red and the general stock list that is. Top 4 was dominated by U/B Control which is another thing to worry about. It appears this format is slowly shifting to a possible control dominated format.
BB8-RackBB
Pauper:
UUDelverlUU
So it looks like a heavyweight battle between Temur Energy vs Ramunap Red aka the two tier-1 decks from last format.
BB8-RackBB
Pauper:
UUDelverlUU
This is the version I’ve been testing with some success. I need some more testing with sultai energy, but over all I haven’t had any issues with the R/x mirror, or approach decks.
Sultai was been a hard matchup though. Their creatures are better, the removal has to line up properly and blossoming defense makes things worse. Glorybringer and fatal push helps, but I either want a sweeper effect or harsh mentor to punish the, for damage.
—Dr. Doom
-My approach to building decks. Sometimes it works.
i'd run 3 in the main if there's too much Temur Energy at the local meta, and 2-3 Rampaging Ferocidons in the SB to really put the pressure on Temur Energy.
but is that the best tech Red has against Temur, though? do we have other options? thanks!
Any Good articles/videos streamers?
Tips/Guides for the mirror? What's the sideboard plan? What cards are most important?
What about Temur energy? What's the general strategy? Sideboard. What's their sideboard plans? Wht are the key cards in the matchup?
that's actually quite an interesting tech. stealing opponent's Glorybringer seems sweet.
there are 3 big red decks at today's MTGO results. is that the way for mono red going forward to combat decks such as Temur Energy? mainboard ability to go past Bristling Hydra with Glorybringer looks nice.
See, I'm not entirely sure that Ramunap Red is shifting to a larger creature build just yet. With Dominguez's success with the stock list in the World Championship, I'm still believing they are trying to figure out exactly what Mono-Red is going to establish as. It definitely has Tier 1 status so far in this format with the incredibly aggro speed it possesses, but is it more based on small creatures spitting wide or larger creatures over the top; I am not sure we know.
Dominguez had beaten Layton already in Standard prior, it just didn't fall his way in the finals. The way he absolutely slaughtered U/B Control showed me that it isn't necessarily about going large. The previous 3 Ramunap Red in the competitive MTGO leagues did go large and 5-0'd which is very nice. I hope though over the next week or so, we will have a better understanding of what to expect for Mono-Red going forward so I can finalize my 75 before heading to any competitive local scenes in the area.
BB8-RackBB
Pauper:
UUDelverlUU
If you want to go low to the ground max aggro I think black is more slanted that way right now (Dread Wanderer, Night Market Lookout, Vicious Conquistador). The constraint is that while you can play black one drops and Hazoret, you can't play black one drops and Chandra or Glorybringer.
Big Red seems like it could be the real deal. Wily Goblin into turn three Chandra plus a two drop is pretty sick.
4 bomat
4 soul scar
3 Kari zev
4 khenra
4 crasher
4 hazoret
4 lightning strike
4 shock
3 abrade
24 lands
There is room for 2 more cards.i personally like 2 hungry flames, 2 built to smash or 2 open fire. We were playing collective defiance and I feel all three of these cards are better. Hungry flames kills the majority of tenur energys creatures and tokens. Built to smash is almost like a lava spike in this deck and open fire is another way to get damage through to opponent. It’s an instant so it’s not the end of the world. I really like hungry flames. A lot of creature decks in my meta.