Mono-Red Combo Deck. Need I say more?

This is a deck that was initially copied from AJ Kerrigan on SCG.

This is my iteration.

The Idea:

On about turn 4-6, you "go off". (I generally wait until I know I'll die the next turn).

You have fed your hand and grave by using Faithless Looting, Wild Guess, and Reforge the Soul, and hopefully have a couple Battle Hymns, a Burn at the Stake and a Past in Flames in hand.

If you're in a pinch, you can most times dig to one of those things to save your life.

You generate tokens with Kuldotha Rebirth , (Saccing Ichor Wellspring is best) and Krenko's Command, and generate insane amounts of mana with Battle Hymn and Infernal Plunge. (I love using Increasing Vengeance from the GY for only 2 mana on a Battle Hymn, often giving myself 15-27 mana.

Then with all those creatures on board, you Burn at the Stake for lethal.

If you can't find it, and have enough mana Devil's Play will also get the job done.

The sideboard can be swapped in for a fully changed play experience, as most people will sideboard a card or two that will completely shut down the combo capacity of the deck. And they'll not expect the aggro change.

Sideboard Option!

-2 Burn at the Stake

-1 Devil's Play

-4 Reforge the Soul

-3 Past in Flames

-1 Noxious Revival

-2 Faithless Looting

-2 Increasing Vengeance


+2 Brimstone Volley

+4 Goblin Chieftain

+3 Goblin Grenade

+2 Hellrider

+2 Krenko, Mob Boss

+1 Mountain

+1 Kuldotha Rebirth



dealaden says... #1

haha, I actually really like seeing the all in aspect of mtg seen in standard.At first I was seeing the infernal plunges thinking "those are a waste of time in standard" but you've really got me going on this one.

It seems like the only thing it needs is some shenanigans control. maybe some gut shots for turn one delvers or Pillar of Flame for turn 1/2/3/forever gravecrawlers and geralfs. then game two if they aren't playing mega aggro you can toss them to try and just race them to the punch.

oh and watch out for Bonfire of the Damned

August 30, 2012 6:30 p.m.

Tyqar says... #2

Thanks for the comment...and in most red decks, I really like Pillar of Flame , but here I can't really use it. All the card slots are dedicated to dig and combo. Against zombies, I just let them beat face until I'm a turn from dying, and attempt to go off at that time. It's how this deck works =) I usually fire off by turn 5-6.

And Bonfire of the Damned does hurt me..but card:Curse of Death's Hold is a 1-card win pre-board. Against Bonfire, I can play around it, by not putting critters out until it's time to go off.

August 30, 2012 8:12 p.m.

tdubs says... #3

Mutilate hurts this hard

August 30, 2012 8:18 p.m.

Tyqar says... #4

Any board wipes hurt it pretty bad, but I can play around them by not putting critters out until it's time to go off. Any deck that's running board wipes generally doesn't have a lot of early game pressure, so I can afford to go off a few turns late.

August 30, 2012 8:34 p.m.

Zweifox says... #5

I have to say, I am a huge fan of these types of decks. After playtesting my own version, Gobbysplosion, for hours on end I can give you quite a few tips.

In my experience, Wild Guess is not nearly as good as I thought it'd be, while Faithless Looting is an MVP for digging/ filtering and Gitaxian Probe as a four-of really bumps up the consistency. (Flashing it back with Past in Flames is sexy)

I almost never found myself wishing I had a card:Devil's Play, because when I had ramped up the mana, a Burn at the Stake would have worked just as well.

Kuldotha Rebirth is invaluable and is a necessary four-of. Saccing that Ichor Wellspring for a card just feels so right and your Battle Hymn s instantly become active.

Ten artifacts is a good amount and Memnite is boss. You want all four. As for mana fixing, Sphere of the Suns ramps you and allows for more Turn 3 wins! :D

Hope you found this useful!

August 30, 2012 8:52 p.m.

Tyqar says... #6

I don't find that I need to go off turn 3, so I'm not terribly worried about the ramping...if Sphere made it more consistent, I'd test it out...what's your take on this?

Also...I might include Gitaxian Probe's awesome, as you say, and doesn't make me wait until T2 to use it. I think it'll replace Wild Guess + Noxious Revival. And I totally understand what you're saying about the card:Devil's Play...but it has won me some games, especially with a flashed back Increasing Vengeance targetting a Battle Hymn . Part of the reason I'm running it is simply because I've got a spanish copy of the Buy a Box Promo =D

I do agree with the Kuldotha Rebirth comment, I pulled one out for a second Increasing Vengeance , which did help..I feel as though the deck needs 2. Perhaps I'll pull out the Noxious Revival for the final Rebith again.

Thank you for taking the time to comment!

August 30, 2012 9:14 p.m.

parasitian says... #7

I really like this deck +1 from me

August 30, 2012 11:26 p.m.

Eskimole says... #8

Sexy. +1 from me.

August 31, 2012 12:47 a.m.

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Compare to inventory
Date added 5 years
Last updated 5 years

This deck is not Standard legal.

Highlight illegal cards
Illegal cards Kuldotha Rebirth , Noxious Revival , Mycosynth Wellspring , Ichor Wellspring , Memnite
Cards 60
Avg. CMC 2.12
Tokens 1/1 Goblin
Folders other decks, Nice
Top rank #7 on 2012-09-03
Views 2168