As all mono-colored aggro decks do, especially RDW, is to grind their opponent into the ground as fast as possible. This is achieved through constant attacks/burns.
Any help in speeding up the demise of the opponent is greatly appreciated.
Deck Cards:
Monastery Swiftspear : What else can be said about this beautiful one drop with haste and prowess that hasn't already been said. She's brutal if left alone and can complement most board states you have.
Akroan Crusader
: With all the heroic triggering spells in the deck, this guy can go HAM on your opponent fairly quickly, swarming the enemy with a sea of tokens.
Foundry Street Denizen
: Though not as powerful as some of the other creatures in the deck, it is able to get in crucial damage when needed.
Lightning Berserker
: An effective one drop that can be dashed for the same cost as putting it on the field. Also, the fire-breathing ability is relevant throughout the game.
Mardu Scout : Its dash is what really makes this card shine. It can come down on turn 2 for the swing for 5 wombo combo of Foundry Street Denizen
+
Mardu Scout
. Simply, very useful early and when your opponent swings all out and doesn't murder you later on.
Stoke the Flames
: No deck running red is complete with this powerful convoke spell that is fairly easy to get off despite its 4 CMC. It's great for finishing off opponents or any pesky blockers.
Lightning Strike : A standard burn that does everything you need it to do for two CMC. 3 damage wherever you want it to go.
Impact Tremors : A new card designed to help get extra damage in on turn 3 and 4 that would hopefully end the game. Often times, by turn 5, my opponent will finally be able to have enough blockers but this will get around the blockers especially with dash creatures.
Hammerhand
: A great 1 CMC card to play on
Akroan Crusader
as soon as he hits the field, preventing one target creature from blocking and spawning a 1/1 soldier with haste. Even if it is not played him, it works fairly well on any of the other creatures in the deck, by boosting their p/t.
Break Through the Line : Another good card that helps get around your opponent's attempts to stall the game past turn 5. Making your low power creatures unblockable and have haste is absolutely fantastic to have when you decide to race your opponent.
Dragon Mantle : Another underrated card I don't see being played as often as I like. It triggers heroic and prowess as well as give very crucial card draw for a deck that rarely sees any sort of card draw. Also, the fire-breathing ability is great for pumping left over mana into.
Collateral Damage
: Essentially a counter for
Bile Blight
or
Surge of Righteousness
. Simply sac the creature being targeted to bolt your opponent. Works great after combat too as another little trick to get in more damage.
Titan's Strength : A good card for getting in bursts of damage in early or on unblocked tokens/creatures. It is especially brutal on Monastery Swiftspear where I have sometimes hit my opponent for 9 damage on turn two after playing her on turn one, bring them down to 10 life. Also, the scry is good to have.
Tormenting Voice : Ever feel like you are drawing way too many lands in a deck of only 18 lands? I do and I have found a great one-of way to get rid of one of the lands while digging deeper into my deck to find gas.
Temur Battle Rage : I cannot count how many times this card has won me games. It's a great combat trick for blowing out your opponent on any turn. Temur Battle Rage
+
Titan's Strength
is absolutely brutal.
Stoke the Flames
: Our opponent must burn!
Mountain : I need mana to play this game.
Sideboard Deck Cards:
Arcbond : Hopefully, you would be at a higher life total than your opponent if everything has been going well turn 1-3. When they drop that big fatty on turn 4, this is a great way to help clear the board or end the game/tie the game.
Dragon Fodder
Sometimes, you just have to go wide to win and this card does exactly that at a curve you can appreciate. Also, makes casting
Stoke the Flames
that much easier later; makes Impact Tremors hit that much harder later; makes Outpost Siege just a wee bit better when on Dragons.
Outpost Siege : With Khans, I can go through my deck two cards at a time on my draw step. With Dragons, I can make my opponent pay for hurting my little babies. Overall, a good card to have when the board state becomes to tilt towards the opponent's favor.
Impact Tremors : Sometimes, the hurt needs to be doubled.
Magmatic Chasm
: When racing, it doesn't hurt to have a two mana solution to make your creatures nearly unblockable. Damn those dragons!
Roast
: Good for taking out some fatties like Siege Rhino and making your opponent cry as they are now defenseless against the red horde.
Harness by Force : A great card to blow out your opponent when used at the right times.
Twin Bolt
: Basically a worse Fork Bolt that I bring in for Token strategies against me. Also, it's cheaper than
Arc Lightning
.
Again, please let me know what I should do to make this deck run better.