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Just the perfect Red Deck Win (Budget)

Modern

kalpoffer


Sideboard


A perfect Deck. It's the description that this deck deserve. Mono red Burn is a great budget deck for your fnm, capable of winning a lot of matchups using burn spells and interacting with good cheap creatures, like swiftspear, alchemist and firebrand archer.

The build is basically a mono red burn, with a lot of 1 mana spells (bolt, spike, shard volley and also rift bolt, which is a good turn 1 play), and some interesting 2 mana spells, like skullcrack and magma jet.

Cards Selection

Creatures: The creature pack is surpisingly good for it's cost. Swiftspear is a great turn 1 play, dealing a lot of damages at turn two, combined with burn spells (it's absurd on the play, but also good on the draw). Thermo-alchemist and firebrand archer are really, really good. Alchemist can deal a lot of damages alone, if not removed on turn 2 (when you usually wanna play it), and it's really sinergic with the whole deck. sadly, it miss haste, but it's a great budget cards. Last, but not least, firebrand archer is a great common from Hou, which can deal a lot of damages and fits really well with the burn spells. Those cards are also really usefull in grindy matchups, where you can't attack due to tarmogoyfs, fatties and so on. Pinging for 1 more damage with this deck can be game-winning

Spells: 1 mana burn spells and 2 mana burn spells. That's all you want, Remember that magma spray is good, and not just a bad shock. Using only 18 lands, the scry 2 trigger can save you a match, putting unwanted cards to the bottom, and leaving the good ones to the top. Flames of the blood hand is also a great topdeck, dealing a lot of damages combined with alchemist and archer, for just 3 mana. I also use searing blood over searing blaze due to the lack of fetchlands, and can be used also on your thermo alchemist to get 2 triggers without losing a creature. More usefull that you think.

Lands: 18 mountains, that's all.

Sideboard: In the sideboards, cards like leyline of punishment are great. Smash to Smithereens are mandatory to deal to affinity cards and chalice of the void, which can disrupt out plan. Also a single shattering spree can destroy an affinity board. Pyroclams is used to deal with decks like merfolk, junk, b/w token, 8whack, affinity. Just a great cards for 2 mana

The problems: The main problem here is a single card (over chalice), leyline of sanctity. Red has no answers (in modern) to this card, that's why we have in the sideboard cards like ash zealot (a good beater which stops storm and other builds) and mainly kiln fiend. Remeber that cards like alchemist and archer are also really usefull agains this card, dealing damages directly to the opponent, and not targeting it. Bolting yourself with an alchemist and an archer in play are 3 damages, the same as a bolt.

Update 1: I made some minor changes. I switched the magma spray For 4 gut shots, usefull to get a easy kill and don't costs mana. Works really well with the main theme of decks. The major changes are in the sideboard. Testing this deck, i found some cards (Like the shattering spree, the smashes and the pyroclasms) to be really good, and probably game winning against a lot of match ups. Some mathc ups were, however, really difficult. I tried aura barbs and sowing salt, but they are both too situational or too slow to be good in this deck. I put on 3x tormod's crypt, which are usefull againts decks Like dredge or living end. I also added 2x zo-zu, the punisher, which shuts down scapeshit and bloomless titan (and providing repeated damages against grindy decks). Another really good card is harsh mentor, Amazing in many match ups, blocking artifacts activation (in decks Like tron and affinity), lands activation and completely Killing many infinite combos found in modern. Probably a staple, 3 of. I want also to try yp and kiln fiend, just some interesting Creatures.

Update 2: switched 2 mountains for 2 ramunap ruins, cause, you know, y not. Switched the 2 zo-zu in the sideboard for 2 tunnel ignus. More or less the same effect, stops Scapeshit and costs 1 mana less, which is absolutely crucial in this deck. Also, they are cheaper. Switched the shatteering spree for 1 by Force. More or less the same, except for the money cost

Update 3: After serious playtesting, i found that i lose a lot againts jeskai control (which is currently a tier 1 deck) and uw control, due to a lot of removal for my creatures and many counters, slowing my plan of winning in the first 3/4 turn, and giving the opponent time and, with that, a winnable match up. So, i added 2 shrines in sideboard, which are usually unkillable, due to the lack of artifact removal post sideboarding, and really powerfull at the same time. I also found that, most percent of the time, i was killed by celestial colonnade and other fatties i can't deal with. So, I added 2 ghost quarters (improving my match ups against tron, eldrazi tron and other control decks which rely on manlands to win the game) and 2 dismembers, one in main and one in side (also usefull againts big creatures like death shadow, tarmogoyf, angler, tasigur and most eldrazi). I'm not really sure about the ramunap ruins, but they are not bad, expecially againts grindy decks and long match ups, where i can put a lot of lands in play, so, why not.

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Date added 7 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 4 Rares

28 - 8 Uncommons

12 - 3 Commons

Cards 60
Avg. CMC 1.69
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