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Welcome to Mono-Red, the cheap, consistent, and competitive deck that can easily win you an FMN. Through the deck you will stoke the flames of war and aim to crush your opponents before they can gather enough resources to stop you. The game plan is simple - use you cheap, aggressive creatures to deal as much damage to your opponent as fast as possible. Help your small army of creatures with pump spells like Titan's Strength and prevent blocks with Hammerhand , and if need be burn. However your burn spells are most useful to finish off the last life points of your opponent so don't waste them.

For those who already play mono-red out there my deck is a little different from a lot of them and these are my reasons why:

  1. No Goblin Rabblemaster. I have found that the rabblemaster is a bit to slow as when it comes on it only deals 1 damage for 3 mana. I know that this can eventually deal a heap of damage but I oftern need the first three turns to deal as much damage to my midrange hevay meta that often stabilizes on turn four.

  2. I run Valley Dasher. I have won FMNs with this card as it allows me to apply Instant pressure when top-decking it and it also is another haste creature that messes with my opponent's combat math.

Please +1 the deck if you like it and comments are appreciated.

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Updates Add

Sorry I have not been very active on this list recently as I have not had a lot of time to do so. I have just updated the list to what I am currently playing and feel free to comment if you want some explanation for some of the changes. Even though I haven't updated on this site for a while the deck is still going strong. Currently it has won approximately 60% of all the tournaments it has played in and has top eighted nearly all of them. Last week I came second and this is a brief breakdown of the tournament:

Match 1: 2-1 vs Mardu Midrange This felt similar to the KTK mardu midrange deck with just a few teaks with the release of fate and dragons in Wild Slash and Thunderbreak Regent. Game 1 I flooded out and so he managed to stick a stormbreath and regent to slowly beat me down. Game two my opponent failed to draw sufficient answers fast enough and so I managed to kill him relatively unopposed. Game three I had andvery fast opener that he was unable to deal with.

Match 2: 2-0 vs UB Control Game 1 was an absoluite walkover as he was unable to answer all my threats early game and died to burn after he cruxed me. Game 2 I managed to effectively utilize dash creatures to avoid his drowns and cruxes and he was only able to cast them for little value.

Match 3: 2-0 vs Bant Walkers Control Another easy game 1 against a control deck, being in bant he also had even more limited access to early removal in his main deck. Game 2 he manged to stabilize while keeping my one monastery swiftspear locked out with Kiroa while I had a ton of pump in hand. However I managed to break through this lock the next turn using a Wild Slash and and pump to trigger the slash's ferocious to stop Kiora's damage prevention.

Match 4: 0-2 vs Jeskai Tempo Another KTK deck with minor tweaking I lost both games to horrible draws. Game 1 I got him to 2 life but failed to draw a burn spell or haste creature to finish him off in four draws. Game 2 I kept a 1 lander with 2 1 drop creature that he manged to slash both of them and then lock me out with Peak Eruption destroying my only mana source for the next 2 turns, putting me to far behind to have a chance of beating through his seeker that he dropped the next turn.

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Top Ranked
  • Achieved #90 position overall 9 years ago
Date added 9 years
Last updated 9 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Rares

18 - 6 Uncommons

19 - 9 Commons

Cards 60
Avg. CMC 1.54
Tokens Goblin 1/1 R, Soldier 1/1 R
Folders Budget Decks to Try, Gathering Data, standard, Red aggro, Standard Aggro Red Deck Builds
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