Often mistakenly referred to as Marijuana Red at casual Sunday Night magic.
The Marawan Red is a deck based on the design philosophies of Marawan who builds very flexible decks designed to handle every situation.
He has a Green, a White, a Black and even a Blue/White deck, but no Red decks. He generally dislikes Red because he feels that no Red deck would meet his exacting design criterion. So of course... challenge accepted!
I should note that though Marawan has enjoyed playing the Marawan red (and won with it), he has never actually endorsed the deck.
Okay so here goes.
Marawan's philosophy is:
1. DRAW.
All good decks must have card draw. You can't get stuck with no responses in hand.
2. SPOT REMOVAL.
All good decks must have spot removal to deal with major threats. You must be able to: kill creatures, kill enchantments, kill artifacts. (From M's perspective, no card is better than Vindicate.
3. TUTOR.
All good decks must be able to tutor for the card you need in some fashion. This can be through library filtering like Sylvan Library or Sensei's Top or through Demonic Tutor.
4. GRAVEYARD ABUSE.
All good decks must be able to fetch stuff from the graveyard. Without graveyard abuse a deck may end up spending its key resource and losing it.
5. WIPE.
Sometimes the situation has gotten really hopeless. You need an answer for this sort of situation.
6. BIG CREATURE.
You need a big old Baneslayer Angel style finisher when playing a Marawan deck.
Okay, so without further ado. The Marawan Red:
1. DRAW.
Skullclamp + Myr Retriever. No one said that I couldn't use artifacts right?
2. SPOT REMOVAL.
Shattering Pulse for artifacts. One of, I can tutor for it after all, and then keep buying it back. For enchantments I had to splash white which is okay, because Marawan has done it in his Blue deck for the same reason. Allay I selected for the same reason. Once I splashed white it seemed a good idea to take Swords to Plowshares which you can target on your own creatures in case you desperately need some life. Also I started with Lightning Bolt but later went for Fiery Temper as it synergized with #3.
3. TUTOR.
Ah, the only red tutor card. That's right, Gamble. Don't scoff! This card has done me great things, especially when combined with Madness cards like Fiery Temper and Reckless Wurm. Also with the Myr Retriever if you do gamble for the restricted Skullclamp (and you should, immediately) you are likely to get it back, even if it ends up in your graveyard.
4. GRAVEYARD ABUSE.
Well, for artifacts we have the weird and wonderful Myr Retriever, but that's hardly all that's available to the red arsenal. There's the awesome red/green card Fossil Find that has made its way into this deck to satisfy this requirement. Maybe not as good as Regrowth...
5. WIPE
Are kidding me? Red has the best wipe in the game, man. Check out Apocalypse! Also, by some awesome fluke I stumbled across an amazing win condition. See if you can figure out what happens when you have 8 red mana, an Apocalypse and a Reckless Wurm. Yeah... I get a creature at the end of it. Ro-donk!
6. BIG CREATURE
Kazuul, Tyrant of the Cliffs is great. Big guy with Red Propaganda built in. Also in here you will find the Avatar of Fury and Akroma, Angel of Fury. One time I played her Morphed and someone said to me, "Holy crap! Morph! This deck has everything. It kind of does.
Another big game ender, though not a creature, is Chandra Ablaze. I originally put her in because she synergized well with Madness cards like Fiery Temper and Reckless Wurm which were there for my Gamble mechanic. On account of her presence I have also thrown in Squee, Goblin Nabob (which is also a graveyard abuse of sorts) and the epically evil Searing Wind which is normally too expensive to play, but might go off with Chandra's ultimate.
Finally if things get really desperate: Final Fortune.
Good luck!