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Red Deck Steams

Standard Mono-Red

Justin9192


Sideboard


This is my first deck I've made on here! Have been using in MTGA daily looking for feedback!

This is my first attempt at making a deck on here after lurking for months. My original version of this deck came from facing mostly red deck wins variations in Arena, and taking the most impactful or consistently good cards I saw and put them into a deck of my own. I originally had 3X Legion Warboss 3x Experimental Frenzy 2x Banefire 3x Runaway Steam-Kin 2x Lava Coil 22x Lands and no Risk Factor to give you an idea of how lacking in direction the initial brew was. All I knew was Red kept melting me, either through all burn spells or a combination of burn and small creatures with value. I took notes on my games for a while, and ended up deciding the steam-kin was runningaway in versatility when I played and brought some good ol fun into the mix as well. Now that I had direction in building on steam-kin, it was time to almost totally be-brew and keep it on that focus.

While the steam-kin isn't the most common win condition in this deck (Burning on or by turn 5 is the most common one) it helps you get out alive in the other non-ideal draws. Stuck on two lands? You've got 20 spells that cost that or less and with a steam kin on board you could have up to 5 usable mana by turn 3, allowing you to play one of everything in the deck as well as have the extra red to shock on their turn. With Orzhov and lifelink in general being very prevalent in the lower tiers, the early body that can hit 4/4 on turn 3 helps greatly with only letting them get one lifelink attack in rather than repeatedly ticking their total back up. The versatility is my favorite part in a deck that isn't committed to big red or red deck burns, though it is much closer to the burn deck.
So now I've committed to burning the steam kin, relying heavily on burn as main win condition and steam-kin filling in some blanks to help us get there or block most weenies that will try to race us. Time to go card by card and get a solid 60.

Time to go card by card!

19X Mountain
ADustedEwok said it best, 20 lands are for sheeps. The quick math behind the 19 is the CMC of your playable spells on average is 2.17 (counting max cost, not spectacle cost or wizard cost), odds of drawing a land is every 3.16 (rounded up) cards. So you are likely to get two lands in starting hand, and be able to have at least two turns of play as well. Statistically, you only have a 12% chance of having a card with true cmc 3 or higher, meaning two lands at least leaves you in a statistically likely chance to be able to play what you draw.
Quick Example
starting hand: 2x Mountain 1x Shock 1x Viashino Pyromancer 1x Risk Factor 1x Goblin Chainwhirler 1x Experimental Frenzy
while that's not an ideal hand, it does a quick demonstration of having a higher end cmc in starting hand and still not being screwed odds wise. if you go T1 mountain, their turn shock, T2 Mountain, Viashino, you have bought two draw steps and between those you are 37% likely to find that third land, and 47% likely to draw a playable spell with 2 mana and a wizard on board.

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Date added 5 years
Last updated 5 years
Legality

This deck is not Standard legal.

Rarity (main - side)

11 - 5 Rares

12 - 8 Uncommons

18 - 2 Commons

Cards 60
Avg. CMC 2.24
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