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I tend to build decks that are slow and methodical, drawing the game out to a crawl to do pull off crazy, convoluted victories. For this installment in my collection however, I have instead built something that deviates from my usual colors and typical strategies to try something new and fresh (for me) that will surprise my friends and round out my decks nicely. Funnily enough however, it is the most conventional and straightforward way of winning: killing your opponent in combat. So i've made a mono-red deck- which I've discovered is quite a challenge in this format- to see if I could make something quicker and more aggressive. This deck is meant to be fast and fun, while still having enough complexity to keep things interesting, allowing for a high degree of variety in play.

As mentioned above, combat is the focus here, and so i've added a number of cards, especially the enchantments, to radically change the "rules of engagement" established by the game, making the matches more unpredictable for opponents used to the normal combat procedure. Manipulating this step is instrumental in enhancing the use of my large creatures, that they may butcher my enemies through brute force with style and sophistication.

Mark Rosewater is fond of saying "restrictions breed creativity" and in that spirit, I decided to eliminate any "control magic" effects, with the exception of It That Betrays which I couldn't pass up. I also excluded a splash of goblin tribal I originally considered, narrowing the focus of the deck clear-cut.

Artifacts were essential to make this deck work as smoothly and consistently as it does now, hence the choice in commander. This supplements red's lack of mana ramp and card draw to a great extent. Sinergies with my commander include: Mind Stone, Hedron Archive, Dreamstone Hedron, Wayfarer's Bauble, Burnished Hart, Tower of Fortunes and more! I've considered adding Liquimetal Coating to expand his utility to other non-artifact permanents.

Goblin Welder works well with Mycosynth Wellspring and Ichor Wellspring which in turn can be sacrificed for reuse with Krark-Clan Ironworks for more mana in addition to their ability. The aforementioned mana generator goes infinite with Flayer Husk and Salvaging Station

Keep tokens with Sundial of the Infinite from Kiki-Jiki, Mirror Breaker, Feldon of the Third Path, Flameshadow Conjuring, Sneak Attack,Mimic Vat and Rite of the Raging Storm.

Also Heartless Hidetsugu/Volcano Hellion + Pariah's Shield + Stuffy Doll = Boom.

and Island of Wak-Wak + Mannichi, the Fevered Dream = stupid fun

Don't forget the coin flippers with Krark's Thumb!

I'm enjoying this deck so far, but definitely see room to improve and would appreciate your feedback and any suggestions you might have that could help to make it more fun and functional. Thanks for giving it look!

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Date added 9 years
Last updated 6 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 6 Mythic Rares

39 - 25 Rares

19 - 14 Uncommons

8 - 10 Commons

Cards 100
Avg. CMC 3.73
Tokens 2/2 C Artifact Creature Spawn, Clue, Copy Clone, Eldrazi Horror 3/2 C, Eldrazi Spawn 0/1 C, Emblem Daretti, Scrap Savant, Energy Reserve, Goat 0/1 W, Human 1/1 R, Kobolds of Kher Keep 0/1 R, Land Mine, Ogre 3/3 R, Phyrexian Germ 0/0 B, Treasure
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