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Mono Red Tron.
-2 Ichor Wellspring -1 Crimson Wisps
You have a bunch of removal main deck, and having the Electrickery lets you nuke Faeries on the fly, and that's a good thing.
-3 Crimson Wisps -1 Ichor Wellspring
+2 Ancient Grudge +2 Fangren Marauder
Artifact Removal, and More Blockers and Lifegain.
+2 Fangren Marauder +2 Ray of Revelation
Removal for any enchantment control, and some life gain to help against Gary.
-3 Crimson Wisps -1 Firebolt -1 Ulamog's Crusher
+2 Fangren Marauder +2 Ancient Grudge +1 Raze
Big beats, and lifegain, artifact kill, and more land kill.
-1 Ichor Wellspring -1 Crimson Wisps
+2 Circle of Protection:Red
Shut them down with COP Red. They cant get you if you can just prevent the wincon.
-3 Crimson Wisps -1 Ichor Wellspring -1 Ulamog's Crusher
+2 Circle of Protection:Green +3 Electrickery
Most of the threats in the deck are Green, and this shuts them down. The Electrickery can help keep threat counts low.
-3 Crimson Wisps -2 Ichor Wellspring -1 Ulamog's Crusher -2 Flame Slash
+2 Circle of Protection:Green +3 Electrickery +3 Ray of Revelation
Most of the threats in the deck are Green, and this shuts them down. The Electrickery can help keep threat counts low. Ray of Revelation to keep them off of the most important enchantments.
+2 Circle of Protection:Red +3 Electrickery
Shut down the Red Wincon, and keep the board as clear as you can.
-3 Crimson Wisps
Board wipe to go with all the other creature kill.
-3 Crimson Wisps -1 Ulamog's Crusher
+2 Circle of Protection:Red +2 Fangren Marauder
All they have is Red so COP:Red is amazing. Lifegain will help keep them under control.
-3 Crimson Wisps
Helps keep the Goblin tokens under control.
+3 Ray of Revelation
Helps keep them off Reality Acid which can really mess your day up.
+2 Fangren Marauder +1 Raze
A few more threats and a little selected land kill.
Keep them off of Tortured E, and they are just a subpar deck full of mostly crappy creatures.
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This deck is not Standard legal.
Seems there are no cards in the Acquireboard
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