This is burn, pure and simple. The idea is to make everyone's life total drop as quickly as possible.

As I have continued to play and edit the deck, I have realized that the Mana base wants to be basically mono-red, with a focus on basic lands because I don't run much in the way of black, I also run Price of Progress, and I run Valakut, the Molten Pinnacle.

I opted into the full Fetchland package because it helps thin out lands from the deck, and allows me access to the 1-2 black Mana I need per game while still allowing me to be primarily red. I have worked my way away from black to the extent that I only run 7 cards containing black at all, one of which is Obosh who is hybrid and doesn't care, and only 2 of the remaining 6 are mono-black. The other 4 only have 1 black pip in their cost, so truthfully, I never need more than 1 black source at any given time.

Additionally, some of the cute things have come out in favor of streamlining the deck. Things in this vein would be Valakut Exploration to make late game topdecked lands turn into draws and potential damage. I also removed Kederkt Parasite. Although punishing draws was excellent, it was too easy to disrupt, requiring both another red permanent AND it's 1/1 body to survive. I replaced it with Feed the Swarm to shore up against enchantments that stop burn, like Worship.

I have removed Cathartic Reunion and Aria of Flame. Cathartic Reunion is excellent draw, but I'm not always guaranteed to have 2 cards to pitch. I've removed it for the time being and am testing Valakut Awakening in its place. It seems like better draw, and has the option to be a land if I'm a bit short.

The Aria has also been replaced. When it's good it wins the game. When it's not good, it literally does nothing. Not to mention that, while adding 10 life in a 1v1 might be manageable, adding 30-40 life in a multiplayer environment is basically like adding an entire extra player to the game. That's just bad for burn math.

I added Shenanigans as repeatable artifact removal, always a plus. I took out Bedevil for it. I like Bedevil, but I don't really need an answer to creatures and planeswalkers when the entire deck is damage based, and it was the only card with double black which made it surprisingly difficult to cast, even late. One black mana is easy for this deck. Consistently having 2 is typically unnecessary, but also unlikely.

From Midnight Hunt I've added Play with Fire because it's just insanely good. It's basically 1 mana instant kill a creature or planeswalker, or slap an opponent and find more gas. My most recent removals and additions have been:

Out:

Spellshock - I sling a lot of spells, and this often times killed me faster than my opponents.

Jaya's Immolating Inferno - x spells are cool, but prohibitive. An X spell that requires a legendary creature to also be on board is just too difficult to cast.

In:

Gut Shot - I just really wanted to try Gut Shot. Free damage seems neat, and with my multipliers it's never just 1. In my first game with it I managed to have Obosh and Fiery Emanicipation out, which made Gut Shot 6 damage, which I threw at my own Brash Taunter, which then nailed my opponent for 36. Not bad for a 2 life payment.

Mountain - 34 lands was just a touch low. We bumped to 35, and that seems to make a surprising amount of difference. I still think 36-37 is too much for a deck with such a low curve.

Let me know if you have any suggestions! Happy burning!

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

93% Casual

Competitive

Date added 3 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

41 - 0 Rares

20 - 0 Uncommons

12 - 0 Commons

Cards 100
Avg. CMC 2.71
Tokens Treasure
Folders inspiration
Votes
Ignored suggestions
Shared with
Views