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My take on the popular deck. I think this is going to continue to be quite strong for the next couple of months, so I want to use this deck until I settle on a new brew in the post-rotation world.

The creatures in this deck are fairly standard for the Ramunap Red deck. A couple of notable exceptions for the main board are Harsh Mentor and Glorybringer. See below for explanations.

ahncrop crasher is a nice, beefy 3/2 body with haste for . The ability can be quite relevant, and it's just a good card for the 3 mana slot in this deck curve.

Bomat Courier is a 1/1 with haste for , which is nice, I guess. It's weak stats are a bit off-putting, BUT the ability is what makes this card so good. If played turn 1 (maybe turn 2...) those cards start to add up and become a very nice way to replenish the hand during the midgame. There are advantages (extra cards, of course) and disadvantages (Hazoret the Fervent wants an empty hand to attack/block), but I have found the disadvantages to be outweighed rather easily.

Earthshaker Khenradoesn't seem all that special as a 2/1 for , even with the haste. It's the eternalize that makes it sooooo good. It's costly to be certain (), but a 4/4 with haste that can render most blockers null and void? That's pretty solid.

Glorybringer is in the main board because nobody expects that and it nearly always finishes games within a turn or two of hitting the battlefield. Sure, it raises the curve for the deck a bit, but with 24 mana I haven't yet had a problem casting this. Frankly, I'm surprised I don't see it main board more often.

Harsh Mentor is just a great card against Mardu Vehicles, any of the energy decks, and against a significant number of other cards (including cards like Ramunap Ruins). It's shocking the number of decks that have activated abilities as a staple part of their diet... Very worth main boarding to hit those decks as they make up a significant part of the meta.

Hazoret the Fervent has haste and is indestructible. Moreover, the card can ping my opponent for two life. Best card in the deck.

Kari Zev, Skyship Raider is okay, but it has menace (and first strike) and, more importantly, brings in a 2/1 attacker each turn I attack. That's one additional creature that needs to be blocked. Solid card.

Rampaging Ferocidon has worked so well against a vampire tribal! Tokens couase them damage, lifelink is nullified, and the card itself is just a solid 3/3 for with menace! I am strongly considering this for the main board...

Soul-Scar Mage is just a good card. It didn't get the love I think it deserved when the Ramunap Red deck first launched into the meta, but with the Ixalan rotation I think everyone now gets why it is soooo good. That turning-damage-into-counters (-1/-1) is pretty wicked good.

Chandra, Torch of Defiance was the one piece of this deck I was missing. I only have 1x, but it is important. The ability to do damage with the +1, or to +1 and add , or to do 4 damage to a creature, or even to ultimate-- this card is absolutely deadly and it is what pushes this deck over the top.

Abrade has great versatility. Getting in 3 damage or destroying an artifact (think Torrential Gearhulk or God-Pharaoh's Gift) is very string.

Lightning Strike is perfect for this deck! I bit of burn that can hit players, planeswalkers, or creatures. Very nice.

Shock is just a slightly cheaper, slightly less damage version of Lightning Strike. Very good card.

Ramunap Ruins is where this deck gets its name of Ramunap Red. The ability to burn an opponent for a couple of points of damage is really quite critical to the deck. It's this ability to get in that extra bit of damage that pushes this deck from mediocre to top tier.

Scavenger Grounds is good for anything running The Scarab God, which seems like every other deck. Getting rid or graveyard targets is essential. I might toy with adding Field of Ruin as many of the Ixalan flip cards are a bit too powerful for my liking. For now, though, I'll stay with just Scavenger Grounds.

Sunscorched Desert is a lot like Ramunap Ruins in that the extra point of damage it does adds up and helps push this deck tot he top tier. It's also a fantastic target to exile to activate Ramunap Ruins.

Abrade for when extra burn is needed, or extra artifact removal.

Aethersphere Harvester is great in the mirror matchup or even against Temur Energy. The small amount of life gain can be pivotal in games, and the beefy 3/5 body is hard to kill. Every creature out of the 26 creatures in this deck can crew this, so it's easy to get going.

Chandra's Defeat for those decks that run Chandra, Torch of Defiance and Glorybringer. A 1 mana removal. Yup, that's pretty strong.

Glorybringer because getting to 4x mainboard sometimes is a great thing.

Harsh Mentor for the energy decks. Getting 4x in the main for these matchups means that they'll normally take at least a bit of damage from one of them before they kill it. Great card vs. any energy decks.

Magma Spray isn't quite as good now that zombies are gone and Lightning Strike is legal in the format, but it definitely has its uses and it's worth having an additional removal in the sideboard. However, now that Mono-black Aggro is a thing, this is an excellent answer to both Scrapheap Scrounger and Dread Wanderer.

Pia Nalaar for the control and Temur Energy matchups to get in a couple of additional, cheap flying creatures.

Rampaging Ferocidon has worked so well against a vampire tribal! Tokens couase them damage, lifelink is nullified, and the card itself is just a solid 3/3 for with menace! I am strongly considering this for the main board...

Sweltering Suns works well in the mirror and against token decks. Good card for the sideboard as there are occasions where it is quite useful.

Thanks for looking at the deck! I hope you enjoy the deck and I hope that you try it and find great success.

The key to this deck is patience. Play fast and aggressively early, but don't waste creatures if there won't be good payoff later. That means trading creatures or getting in some damage by going wide, but without losing too many creatures. It's a deck that looks like it wants to win on turn 5, and in some cases might. However, my experience with the deck is that it requires patience and a willingness to get into a mid-range grind.

Good luck and happy spell-casting!

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Updates Add

With the banning of Ramunap Ruins and Rampaging Ferocidon, I have added 4x Mountain and 2x Ahn-Crop Crasher to the main board.

Now that Rivals of Ixalan is released, this deck will get additional adjustments soon.



100% Competitive

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Date added 5 months
Last updated 2 hours

This deck is Standard legal.

Cards 60
Avg. CMC 1.97
Tokens 2/1 Monkey, Chandra
Folders Standard Ideas, Red decks I like, Interesting Standard Decks, Uncategorized, Standard, To Try, Competetive standard decks, Mono-Red Aggro in Standard
Top rank #15 on 2017-11-06
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Revision 10 See all

3 hours ago)

-2 Glorybringer main
-2 Soul-Scar Mage main
-2 Harsh Mentor main
+2 Dire Fleet Daredevil main
+4 Fanatical Firebrand main
+1 Puncturing Blow side
+1 Magma Spray side
-1 Chandra's Defeat side
+1 Harsh Mentor side
-1 Puncturing Blow maybe