pie chart

Strike-ingly Good! Competitive Mono-Red Aggro

Standard Aggro Competitive Mono-Red Red Deck Wins

Enticer


Sideboard

Creature (2)

Artifact (2)

Enchantment (2)


Competitive Mono-Red Aggro standard deck. Capable of winning on turn 4. Been seeing a lot of Rekindling Phoenix being run, but The Flame of Keld is significantly cheaper, and I personally think better. It's a game ender if you can get it to its final stage, and also allows us to only run two Experimental Frenzy. My sideboard also needs help.

All comments, help, and upvotes are greatly appreciated!

Card Explanations:

Ghitu Lavarunner: One of the most powerful aggro cards in this deck. Can easily be played as a Goblin Guide turn two, and triggers our Wizard's Lightning.

Fanatical Firebrand: One-drop with haste! also, pings them for one which is super helpful. Combos great with The Flame of Keld.

Viashino Pyromancer: Triggers our Wizards Lighting, which is super nice. Better than haste because they can't block the damage, and again is nice with The Flame of Keld.

Runaway Steam-Kin: Great addition to this deck from Guilds! Maxes out surprisingly quickly, and the fact that you don't have to tap it in order to get the mana from it is really nice. You swing for 4, then remove the counters and Shock them thrice(or cast any other spell).

Goblin Chainwhirler: This card is simply broken. It shuts down so many decks, and a 3/3 first strike is a hugely helpful body to have out on the battlefield.

Shock: Yup, it's not Shocking that I'm running this. Super helpful burn spell. not much to be said here.

Lightning Strike: Powerful burn spell in standard. Just a Lightning Bolt for one more.

Wizard's Lightning: It's a standard Lightning Bolt! You can basically always cast it for one.

Risk Factor: This card is interesting. Although your opponent gets to pick what happens, 4 damage or three cards is nearly always helpful. The three cards it better, because you will nearly always draw into spells that deal much more damage. Also, the jumpstart is super helpful. being able to cast it twice normally means that they will let you draw three the second time.

Experimental Frenzy: This is a super weird card. I didn't really like it at first, but now I'm considering running more! You empty out your hand really fast, almost definitely by turn 4. This allows you to keep casting until you hit a land, then it continues next turn!

The Flame of Keld: The other option for this would be Rekindling Phoenix, but I like this better. As I said before, it's substantially cheaper(money and mana wise). The "discard your hand" stage is surprisingly not a huge drawback because you empty out your hand quick, and this card is two mana which allows you to cast other things from your hand before you play it. Drawing two cards is surprisingly helpful, and its third stage is a game-ender. Works great with basically every card in this deck, and the two cards you drew the last turn will probably hit them for a huge amount.

Mountain: My land base is pretty boring. I could definitely splash black, but there's really nothing I need. Also, it's really hard to change it because I always need red turn one.

My sideboard is currently just a placeholder, this is the best thing I could whip up quick.

Suggestions

Updates Add

Comments

Top Ranked
  • Achieved #25 position overall 6 years ago
Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

12 - 5 Rares

6 - 8 Uncommons

20 - 2 Commons

Cards 60
Avg. CMC 2.05
Tokens Goblin 1/1 R
Folders 2019 STANDARD, Maybe-Builds, GRN
Votes
Ignored suggestions
Shared with
Views