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The Bag of Tricks [Mono-Red Discard/Burn]

Standard* BR (Rakdos) Discard Mono-Red

Corrosive_Cat


Sideboard

Instant (6)

Planeswalker (3)

Sorcery (2)

Creature (2)

Artifact (2)


A mono-red burn deck based around getting the most value of discarding cards. Key cards are Glint-Horn Buccaneer, Bag of Holding, and Cavalier of Flame.

This deck tends to win around turns 7-8, though because of its versatility, if you need to, you can slow down or speed up your game very easily. Great matchup against decks that force you to discard, and those that aren't very aggressive themselves; struggles most against lifegain decks.

This deck is incredibly versatile, and there're so many ways to play it. One of the parts I love the most is that you can even make use of the hand size limit to deal tons of damage; it monopolises on a vastly underused core mechanic of the game, turning the negative into a big positive. Comments and suggestions are welcome!


Bag of Holding: Is arguably the most important card in this deck. It enables a variety of combos, turns the negatives of discard into positives, and counters cards like Thoughtseize and Duress very aptly. The best way to play with this is to fill it up as quickly as conveniently possible. For example, even if you have only one card in hand, you may as well still loot with it if it's not currently useful. This is because, with Glint-Horn Buccaneer, if you dumb 10 or so cards into an already full hand, you can deal tons of damage for only four mana when you discard at the end of turn. We only have three because they turn up often enough with all of the draw, and having multiple out at once isn't all that useful.

Cavalier of Flame: Is one of your best activators. It combos fantastically with Bag of Holding and Glint-Horn Buccaneer, and gets you to your endgame very quickly. Is also a terrifying presence regardless of whether you wheel with it; keep these in your opening hand!

Chandra's Regulator: As a one of is quite useful. It's a cheaper looting effect than Bag of Holding, and since we have two Chandra, Fire Artisans, it can come in handy in dire situations. Could take it or leave it, but has proved pretty useful.

Chandra, Fire Artisan: Deals that extra bit of damage to your opponent, and gets you the cards you need. It becomes another clock that the opponent has to deal with, which is useful because, while they're dealing with this, they're not hitting face; this deck isn't incredibly defensive, so make good use of it!

Fight with Fire: Is an interesting addition. Not only is it good removal against those peskier Green or White decks, but can outright kill your opponent later down the line. Is not a bad idea to discard this to Bag of Holding early on, as you can reclaim it when the Kicker effect becomes relevant.

Glint-Horn Buccaneer: Does an awful lot of damage. Not only is it a great body with useful abilities on turn three, but can deal insane amounts of damage, especially with The Flame of Keld. Looting with it is very easy to do, and because of its toughness it's not always all that risky. If you can get one in your opening hand, it's most always a good idea.

Jaya Ballard: Does some interesting things. Not only can you loot three, filling your Bag of Holding quickly, but allows you to cast those extra removal spells on the cheap. Her ultimate is great too! If you have a decent graveyard, which you should if you're making the best use of your cards and are in the late game, then you can cast many, many removal spells again. A great card all around.

Lava Coil: Handles those extra sticky threats that you can't otherwise deal with. Speaks for itself.

Light Up the Stage: Is a difficult include; on the lower mana costs, you often end up just ditching very valuable pieces. Is great draw though, and Spectacle costs are often triggered with the aggressive style of this deck.

Lightning Strike: Goes face or at creatures. Nuff said.

Neheb, Dreadhorde Champion: Can do absolute work, and might warrant a four-of inclusion. For four mana, you get a huge body which triggers incredibly well with Bag of Holding and Glint-Horn Buccaneer. Ditch an entire hand of five: Add five mana, fill your bag for five, deal five damage, cast more cards. Very often gets through, especially with the activated ability of Cavalier of Flame. A fantastic card.

Risk Factor: Is a tricky card to play with, but well worth the reward. Both the damage and card draw are vitally useful, and the ability to discard cards to it also feeds your engine. Very useful, but in specific situations when you can afford to cast it.

The Flame of Keld: Is another tricky card. If you have a nigh-on empty hand, it's an autocast essentially. With bigger hands, it could well be worth it too; with a Bag of Holding and Glint-Horn Buccaneer, you fill your bag and deal lots of damage for cheap. If you can discard one to the bag, it's very effective. By the endgame (about 9 turns), your bag should be over 10 cards. With six mana, sac the bag to put The Flame of Keld back into your hand, then ditch the whole lot to the graveyard to deal over 10 damage with the Glint-Horn Buccaneer. If you can line this up any damage with its last stage, too, you've essentially won the game there and then.

Tibalt's Rager: As a two-of is pretty handy. Good for the aggressive early game, and good for the defensive late game, sometimes killing two creatures for the price of one. A great mana-sink. Considering how often you have to discard, this is brilliant to have if you're waiting for your hand to rebuild.

Tormenting Voice: Isn't a four-of as you might think; card draw comes in many other formats in this deck, but this can be fantastic for those turns when you just need the gas. Good around the mid-game when you need to start ditching Mountains.

Angrath, Captain of Chaos: Replaces Chandra, Fire Artisan and Chandra's Regulator for that aggressive push against control decks. Put bodies on the board to attack and block, and lets your large creatures like Neheb, Dreadhorde Champion and Cavalier of Flame make the most of their damage and abilities.

Desecrated Tomb: Actually triggers with Bag of Holding. In a long control game, or against decks with large amounts of flyers which you can't quite seem to deal with, this can stall out long enough to win you the game.

Electrodominance: Deals lots of damage with spare mana, while still casting your heavy hitters. Could go mainboard very easily; likely replaces Fight with Fire.

Finale of Promise: Helps in both control and heavy lifegain matches. If you can get to ten mana, helped by Jaya Ballard, cast Fight with Fire for thirty damage, or Electrodominance for crazy amounts, too.

Fry: Deals with the two hardest matchups for the deck; lifegain and flyers.

Neheb, Dreadhorde Champion: To push for early-game board control, and heavy combo turns. Good against the sort of decks that don't have huge amount of removal or counters.

Rotting Regisaur: Would be an incredible three-drop, and synergises with the deck's engine. Fights for space with Glint-Horn Buccaneer however, and would mean both splashing for black (muddying the manabase and making it less reliable), and changing the purpose of the deck a bit to serve the more aggressive tone.

Tomb Robber: Would generate a lot of combo damage, can get large, and draws away the lands from the deck; again, same reasons above for not immediate inclusion.

Macabre Waltz: If I ran the above two cards, this would be an auto-include. Gets back those vital creatures that feel between the gaps of the Bag of Holding, and aids the engine a tad.

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Revision 2 See all

(3 years ago)

Date added 4 years
Last updated 3 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 2 Mythic Rares

15 - 7 Rares

13 - 6 Uncommons

2 - 0 Commons

Cards 60
Avg. CMC 2.94
Tokens Bat 1/1 B, Emblem Jaya Ballard, Zombie Army 0/0 B
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