Hey again, it’s Jeeves, and on this fine fine day I’ve received my AS level results! Not that any of you Magic buffs care, but I got 4 As and a B, which should get me though to Uni, and I am happy as..well, a happy happy thing.
Now that all that worry is over and done with, I can get down to the really important stuff, like Magic! Recently, a few awesome decks have been popping up, a lot of which seem like they could either be budgeted or seem cheap enough as they are. Obviously, any such deck appeals to myself and hopefully, you the reader, so I’ll be going through them and their matchups and strategies through the next two weeks.
Today, an old favourite: mono red burn. This deck has and is, of course, such an ubiquitous (yay, long word ^^) deck is budget circles since Magic even began, and ever since Lightning Bolt and Ball Lightning met, things just took off. It’s a shame really, but cards like that are too powerful to be printed now, and ever since mono red burn has been relegated to tier 2, tier 1.5 at best.
Wait, there’s a new core set?
And they reprinted BALL LIGHTNING?
AAND LIGHTNING BOLT
This has to be divine intervention, my friends. Our budget prayers have been answered! Lorwyn block has already provided a strong base on which to build a mono red deck, and along with a few key cards from the plane of Alara, we can come up with the following list:
land (23) creatures (26) | spells (12) | sideboard (15) |
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Now that you’ve seen the list, I’ll have to make the only concession I’ll make in a while, so savour it while you can: Figure of Destiny is a card I would love to add to any aggro deck based in either white or red, and as such, any aggro decks in those colours without it loses something immediately in power. That’s not to say that all deck’s should run it, as some decks may of course run a heavier curve, or be deemed so mana intensive that they cannot support the card. But basically, what I’m saying is, this $20 card is not something I am willing to fork out for a month before rotation, so the deck has 2 Magma Spray (which appears to be quite popular in Rg Burn variants) and 2 Shard Volley, which could easily be 2 Spark Elemental
Phew. Now that’s over with, we can get to the card choices. Much of this deck is very self explanatory, so I’ll just outline the key cards and possibly contentious card choices.
Maindeck:
Hellspark Elemental, Ball Lightning, Lightning Bolt, are fairly obvious inclusions, nothing to see here.
Tattermunge Maniac and Flamekin Bladewhirl have drawn a lot of flak in the past. I agree totally with everyone that the Maniac often suicides himself, and represents card disadvantage, lack of options, yadda yadda yadda, but the reason he’s in this deck is because he’s worth 2-6 damage in pretty much every game. That’s right, in my books this guy is worth on average, a Lightning Bolt or better. This may sound like an exaggeration, but in testing he’s been, while obviously not as good as Bladewhirl, efficient and good at his job.
Having said all of this, the Flamekin Bladewhirl looks pretty damn good. He’s ‘worse’ maybe than [cardGoldmeadow Stalwart[/card], but play a Bladewhirl on turn 1 revealing a Hellspark Elemental, and on turn 3 your opponent is on 10. Vicious stuff.
The rest of the deck is essentially support. Stigma Lasher and Boggart Ram-Gang round out the curve and do enough damage to allow burn to finish the game- Namely cards like Shard Volley, Hell’s Thunder, etc.
Sideboard:
The sideboard has consistently been mono red’s biggest weakness in Magic. Red doesn’t usually have cards that are meta dependant (outside of Mirrodin Block), and since the only permanents it can destroy effectively with any given ease are lands and artifacts, Red has often struggled to make good sideboards on its own. That said, there are a few cards to combat specific decks out there, and I’ve thrown these all together in the side to do the best we can, really.
Volcanic Fallout mainly comes in against Elves! and Kithkin, at the expense of Tattermunge Maniac, who would just eat a token.
Pyroclasm also comes in against Elves! and Kithkin, but this time replaces 2 Shard Volley and 1 Stigma Lasher
Ashenmoor Gouger replaces Tattermunge Maniac against Kithkin, since your opponent will without a doubt side in Burrenton Forge Tender, so you’ll need both Ram-Gangs and Gouger on the offence to break through for some damage.
Smash to Smithereens is pretty exclusively for the new Time Sieve combo decks - use this against and borderposts they play early game to force them back on mana while you stay up on damage, and to pretty much win the race. Your opponent plays no creatures - more on this in the next article
I’ll give it to you straight; this deck is balls-to-the-walls aggro, and it usually (and I’ll probably regret saying this) wins game 1. Most decks depend on halting the onslaught with a Volcanic Fallout, but this deck doesn’t honestly care. Board position is largely irreleveant (I find it you only really consider it when you’re facing lethal damage next turn) and card advantage is non-existent. When you play this deck, you need to forget everything you learnt about holding back, and you need to play the Philosophy of Fire. For those of you who haven’t heard of it, it’s essentially when you think of everything as a fraction of your opponent’s life total. Your Boggart Ram-Gang getting through this turn is about 1/7 of their life, and if you can hit twice, about 1/3rd. Every time you play a spell, you have to evaluate whether it will result in more damage caused to your opponent as a removal spell or spent directly on your opponent.
I know what you guys really want is the matchups, and this will be in the next article, probably published tomorrow or Saturday. I’ll be going through some actual matches I play with the deck, how to play the matchup, and a matchup evaluation for every one.
Until then, pick up the deck and play it - it’s cheap, it’s fun, and it’s good. Trust me on this one.
Jeeves
















