Mono-red weenie speed deck ($25 budget)
Casual
SCORE: 92 | 112 COMMENTS | 11986 VIEWS | IN 40 FOLDERS
BioProfDude says... #2
MrTong, the explanation for Dragonmaster Outcast is in the "How to play the deck" part of the description, and Otherworldly Outburst is indeed in the sideboard (it's a good card and works well, particularly against decks that also have 1 drop creatures, so I can get those killed and get out a better, 3/2 creature).
As far as Ghirapur Orrey, it's way too slow. Eating up 4 mana in a turn would not be at all good for this deck. Moreover, I can fully function at 3 mana, and by the time there's 5 mana I should be close to either winning or losing-- not much in between. Thus, there's no need. Indeed, I want there to be very limited mana for my opponent as I rely on speed to get creatures out before my opponent can react. If I put out an artifact that allows them to also get out mana, then I'm in bug trouble.
Thanks for the comments, suggestions, and for the upvote!
December 20, 2016 6:45 p.m. Edited.
BioProfDude says... #3
MrTong, actually, I was looking at other cards with a CMC = 1 in red and saw Falkenrath Gorger and replaced Dragonmaster Outcast with it. I like Dragonmaster Outcast, but a 1/1 for vs. a 2/1 for the same, well, the 2/1 wins. As I now explain in the Creatures section above, Falkenrath Gorger is effectively the red version of Expedition Envoy, i.e., a 2/1 for CMC = 1.
I moved all text related to Dragonmaster Outcast to the "Moved to maybeboard..." section.
December 21, 2016 12:06 a.m.
fadetoblack1183 says... #4
Would Incendiary Flow be better than Reality Hemorrhage?
December 21, 2016 8:26 a.m.
BioProfDude says... #5
fadetoblack1183, yes, I think you are correct that Incendiary Flow would be better. Same CMC, one extra damage, and exile the creature if killed this way. Definitely better! Thank you very much for the suggestion!
December 21, 2016 8:50 a.m.
Only thinget I could say is watch out for Energy decks. They tend to run pretty fast even against Mono Red Haste decks.
December 22, 2016 12:01 a.m.
BioProfDude says... #7
BB6SH22, as I mentioned under your deck (repeating here for people looking at my deck), I played two energy decks last night and handily beat both. Neither could get up and running fast enough to keep up. I had a Smuggler's Copter out almost every game, and at least one Lupine Prototype out most games. Once those started up, it was close to the end. Once I got Hanweir Garrison out, particularly if I gave it haste with Expedite, it was over. I even managed to meld Hanweir Garrison/Hanweir Battlements in a game!
I played 5 different people last night (all casual games), and only lost 1 game in all five matches. The one game lost was the only game to go past turn 8, and I had 1 mana until my last turn. Even then, I nearly won (I would have won the next turn if my opponent hesitated even a bit).
It's a crazy fast deck and a lot of fun to play.
December 22, 2016 8:40 a.m.
What energy decks were you playing? The one that gave me trouble was U/G with the bigger creatures and counters that I began having trouble getting around.
December 22, 2016 8:45 a.m.
BioProfDude says... #9
That's exactly what I was playing both games-- U/G with energy counters. I was just too fast. I would have three creatures out and able to swing by the time they got one out, so I would lose one creature and they may (or may not) lose their 2/2 that they managed to get out. They would start pumping the creature, but that left them open for attacks because they would swing, so I just swung back with no defenders. Because I was able to swing so much earlier, I was closer to winning. Thus, three turns of them swinging with a big creature or two lowered my life, but I overwhelmed with an army of creatures.
I got in damage (most of the time) turn 1 and kept swinging from there, most often flipping Village Messenger Flip after their first turn because of lack of 1 drop spells. I would flip back after my turn when I cast two (or more) spells, then flip again after their turn. Those 2 points of damage add up by turn 4, especially with other creatures swinging.
By the time they got out their bigger creatures, I had activated Lupine Prototype because my hand was empty, and I mostly had the Smuggler's Copter running an air attack.
The key is to not hesitate. If I have more creatures, I have to swing with all or nearly all of them whenever I can. If I hesitate, then they have a couple more life, which is perhaps that one extra turn they need to win.
Most importantly, getting Hanweir Garrison out really sucks for opponents. Those two 1/1 humans that enter tapped and attacking started hurting quickly, and with Lupine Prototype ready to go, well, it was too much.
December 22, 2016 9:59 a.m.
BioProfDude says... #10
BB6SH22, I should also mention that these bigger creatures in the U/G decks are precisely why I have the Renegade Tactics in the deck (in addition to the card draw advantage). That saved my creatures more than once. I sided out all four Skin Invasion Flip and sided in 2x Renegade Tactics and 2x Otherworldly Outburst and that combo worked perfectly.
December 22, 2016 11:37 a.m.
Very nice. Seems like that handled things quite well. I'll have to give the Ole Haste deck a spin again.
December 22, 2016 11:43 a.m.
BioProfDude says... #12
Try the Playtest button for this deck and run it a few turns. You'll see just how quickly this can crank out creatures!
The secret to the deck is that there are 25 (!) cards with a CMC= 1. That will be hard to pace for most decks. I also beat an Electrostatic Pummeler deck with this (R/G energy) a couple of days ago, but that was a prototype and not yet well built.
December 22, 2016 11:52 a.m.
Bomat Courier would be a decent option to consider to this deck. One mana, haste, and can get some card advantage up. +1
December 23, 2016 11:30 p.m.
BioProfDude says... #14
CRuD3L1S, I have thought about Bomat Courier, and I'll take it into consideration. Thank you for the +1 and for the suggestion!
December 23, 2016 11:34 p.m.
HairyManBack says... #16
I have to side with CRuD3L1S. This deck is screaming for Courier. At least some number of them. Probably for Bold Impaler, which for some reason I don't want him to leave.
December 26, 2016 9:52 p.m.
BioProfDude says... #17
HairyManBack, I get it. My only problem is that I actually want an empty hand if I get Lupine Prototype out. I have now tried with Bomat Courier, and it will require more playtesting. It really doesn't change anything, to be honest. I did try for Bold Impaler (which I like and have actually been able to pump to a 3/2 until end of turn), and for Thermo-Alchemist. It worked best in place of Thermo-Alchemist just because of the speed of 1 mana vs 2.
I don't know, I'm torn. I think it could be good and it had its moment during playtest, but at the same time it wasn't adding anything special because of the speed of the deck. It did help with the Inventor's Apprentice when neither Smuggler's Copter nor Lupine Prototype wanted to make an appearance. I'll keep tinkering...
Thank you for the suggestion and for the upvote!
December 26, 2016 10:53 p.m.
Elitecrewman says... #18
Courier seems like a better option than alchemist given the limited opportunities you have to take advantage of the untap ability (5 in the main board).
December 27, 2016 12:09 a.m.
HairyManBack says... #19
I can see why Courier is a toss up. And yes, mana sinks are vital to these builds now. Simply cuz they lack in sheer power like the aggros of the past. Nevertheless I could see Courier being a 2x of. But I think your right (judging from your list), it's gonna be about the same either way. Kudos on a cool build.
December 27, 2016 1:54 a.m. Edited.
BioProfDude says... #20
Elitecrewman, if there's a place for Bomat Courier I agree it's in place of Thermo-Alchemist. I only really need Thermo-Alchemist to do its thing at the end of my opponent's turn as it is a good blocker that gets damage through even if there are creatures in the way. Even if it only gets to do the 1 pt damage 2 or 3 or 4 times in a game, it all adds up in a deck this fast and it's worth it.
I like that Bomat Courier has haste, though. I'm also torn on whether I should get Insolent Neonate into the deck because it has menace. when I flip Village Messenger Flip to Moonrise Intruder, the menace really annoys opponents. In games as fast as this deck plays, menace is amazing because it virtually guarantees at least some damage is getting through, whether that be from double blocking and allowing another creature through, or by blocking others and letting the creature with menace through. It's not uncommon to have Village Messenger Flip flipped on turn two when my opponent only has one creature out. Opponent's find this very annoying.
Thank you for the suggestion!
December 27, 2016 10:03 a.m.
Steelforger says... #21
Have you tried squeezing in Reckless Bushwhacker? Surging it in turn 3 with another one drop played first can make for a ton of damage early in the game
December 27, 2016 11:10 p.m.
BioProfDude says... #22
Steelforger, I did consider it, but I get a 2/1 for out of Falkenrath Gorger. Frankly, even with the surge cost, the bushwhacker is too slow, relative to what I get from it. I understand the benefit of the surge cost, but I just don't think it will speed up the deck and have as much impact.
Thank you for the suggestion, though!
December 28, 2016 12:44 a.m. Edited.
Hi! I'd suggest to add some burn spells to this deck. There's not so many of them in current meta but still there are good ones like Harnessed Lightning, Galvanic Bombardment or Lightning Axe.
Another suggestion is Built to Smash for the same as Otherworldly Outburst but lets your creature survive sever damage. I'm still treating Otherworldly Outburst as a good card but only for sideboard against decks that run removals with Destroy keyword like Murderous Compulsion, Murder or Immolating Glare etc. Built to Smash unfortunately can't help in this matchup.
Good to know that Lupine Prototype performs well in your deck. Gotta test it in my Mono-Red since it's a good card to bump up Inventor's Apprentice and crew vehicles.
Melting Metal [R Aggro]
Standard
SCORE: 1 | 1 COMMENT | 90 VIEWS
Good luck with your deck! +1
December 28, 2016 6:02 a.m. Edited.
BioProfDude says... #24
Ghosty, thank you for the suggestions! Harnessed Lightning and Galvanic Bombardment are already in the deck (sideboard). I like Built to Smash, but for nearly all of my creatures using Otherworldly Outburst gets me a creature upgrade! Nearly all of my creatures are 1/1, 1/2, and 2/1. Thus, losing one of those for a 3/2 is definitely better.
Lightning Axe is a good card and I playtested it. However, I prefer cards that can also target the player, so Incendiary Flow was put into the side instead. Galvanic Bombardment is an exception-- I like that it ramps the damage as the game progresses. However, I have yet to side it in even once. The deck generally wins by turn 8, and my opponents don't generally have time to get enough creatures out for me to care at that point.
Thanks you for the suggestions! I'll keep them in mind as I continue to play test. The deck is still in development, so what I think is good now may change as I playtest more...
Thanks for the upvote!
December 28, 2016 11:24 a.m.
nice deck, upvoted. Like you commented on the "prototypical red" deck I posted, it looks do to very similar things. I would however, if you have the money, invest in a play set of Foreboding Ruins and a playset of Scrapheap Scrounger that are in the deck I posted. it's just really really powerful that you can resurrect it over and over and over so long as you have creatures in your graveyard to exhile and by the looks of your deck, you have lots of cannon fodder for that. it's good for those potential long games that can occur vs heavy control decks. you might need to up the land count if you do this, but I would play test that first, 24-25 lands in such a deck is not a lot. I wouldn't suggest going down to 12 mountains, that might be too little, because you need a mountain in hand in order for foreboding ruins to come in untapped. but do play test this first. I do plan on building something similar soon. Like I said, "prototypical Red" isn't my idea at all, I just switched 4 cards because of the price of the smuggler's copters. You do seem to own the copters already, so it shouldn't be a problem getting a fast kill. what you take out to make room, I'll leave up to you, personally I'd cut the 4 Village Messenger Flip. In a format with lots of spells, it won't remain a warewolf long enough to have a great impact. you are looking to do lethal damage by turn 4-6, so it needs to be really fast. this deck is still very fast, able to achieve lethal damage by turn 5-6, I just did a couple of play tests with this.
MrTong says... #1
I like it, +1 :)How come you are running Dragonmaster? Isnt he too slow, when you're running all-out-attack?I have you tested Otherwordly Outbust, seems really fitting here? And lastly, how do you feel about Ghirapur Orrery? Might be a bit slow, but could be vital if you run out of gas, but need the last push to kill.
December 20, 2016 3:59 p.m.