Basically ignore little guys at the beginning, fend off big early threats 3+power or anything that gets enchanted. Try to play The electrostatics or spellslingers as soon as you can. If you can t2 electrostatic, t3 spell slinger and they stick, that is a perfect opening. The rest of the deck is card draw and creature destruction with alt win cons being risk factor, sword point, theater of horrors, and Angrath. Two electrostatic fields and a flame of keld going off is probably game over if you have a LUtS in hand. There are enough creature destruction spells to get rid of any really big tokens, and a couple crys if you get a token flood, but it is absolutely possible to be overwhelmed. There is a single soul salvage that can come in handy during the late game if your opponent has been removing your walls.If it comes down to your opponent's last few life, you can stack up spells on your remaining creatures or planeswalkers and finish it up that way if you have to. This is the deck I could build with my collection, obviously if I could add more dual lands I would, and probably exchange two cast downs for 2 more bedevils due to their increased usefulness. This deck is weak to heavy enchantment users, but in general decks that don't rely heavily on creatures aren't doing a lot to hurt us either. The little 2 point swings from contempt ]really do help quite a bit against a mono red matchup. If you have couple walls or a guttersnipe out you can almost keep pace with their damage, give em a run for their money lol.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

20 - 0 Rares

18 - 0 Uncommons

3 - 0 Commons

Cards 60
Avg. CMC 3.06
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