The following ten parameters have been used to determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) has been allocated; when totalized this score represents the power rating of the deck (maximum score is 50 points).
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates whether the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 4
Every deck needs some additional mana sources aside from its lands. This one features six mana rocks, two creatures can generate mana based on spell-casting/damage dealing, two spells that generate treasures, a spell that generates red mana and one artifact that cheapens the amount of mana paid for red spells.
Ramp: 1
A single land has been added that allows for playing additional lands.
Card Advantage: 4
For a mono-red deck, the additional card opportunities are pretty decent. In all eight cards, varying from lands to artifacts and spells, will allow for extra draw. The deck also features an artifact tutors, two top-decking opportunities and one filtering mechanism.
Overall speed: 4
Due to the deck’s low average mana cost for spells of just over 2.5 and its massive inventory of low cost spells (more than half of which cost two mana or less), it is bound to get moving fast. Damage can be dealt as early as turn one, while massive damage can start to accumulate as early as turn three (especially when one’s able to get Ojer Axonil on the battlefield in that time).
Combo: 1
Not exactly the focus of this deck, but a few infinite-damage ones have been added for giggles.
Army: 2
Though a decent number of creatures are featured, not a single one is really meant as a means of directly attacking one’s opponents through force. In fact, almost all contribute to the deck’s massive potential for dealing non-combat damage. A few have also been added for obtaining additional resources.
Commander: 3
The presence of Ojer Axonil, Deepest Might
is essential to hammer opponents into the ground at top pace, but one can adopt a slightly slower speed as well in case he’s not available (thanks to all the deck’s creatures with damage abilities that trigger through performing mundane actions like drawing, playing lands and casting non-creature spells).
Interaction: 5
A shit-ton of non-combat damage can be dealt by this deck. Thirty sources have been included to hail down a godly amount of it onto one’s opponents. Of course this is not the only interaction that has been included. Prevention of counterspells and counterspells themselves account for the deck’s five inhibition options. Lastly, three spells have been included for outright destructive purposes.
Resilience: 4
The commander of this deck is worth protecting, so six pieces of very powerful equipment have been added to ensure he is well armored and protected from spells. Along with that, a set of four spells have been added to counter any hostile magic that might be flung his way. To complete the protective suite; two cards that prevent his appearance (and that of some other spells) from being countered.
Spellpower: 4
In terms of mass-damage, this deck really contains the works; ten spells in all. There’s also some wonderful mass destruction as well as mass inhibition featured.
Total power score: 32
As it is with most mono-red decks, this one really shines in terms of the tremendous damage potential it can bring. Especially when one’s able to sustain Ojer Axonil, Deepest Might
’s presence on the battlefield, things tend to escalate fast. Combine all that with cheap-to-cast creatures and spells, and one has a winning formula at hand. Said speed is a contributing factor in this deck being able to go up successfully against most opposing strategies, with the exception of mill and pillowforts.