This deck is built around the core combination of Treasonous Ogre + Tamanoa + Pyrohemia. You can actually go infinite with Treasonous Ogre using Pyrohemia if you are actually in the middle of a duel with at least one opponent and some creatures. Even without going infinite this deck is very fun to play and very hard to deal with once you get out a copy of Pyrohemia with or without any of the other cards.

The way it works is Tamanoa gains you life for any non-creature sources of damage you control. Then Treasonous Ogre lets you spend that life for red mana at a ratio of 3:1. This is a terrible ratio for getting some mana, but as long as you have those 2 creatures in play and yourself at the table, every activation of Pyrohemia will yield 3 life even if your opponent or their creatures cannot be damaged by Pyrohemia.

The down side is that this will destroy both Tamanoa and your Treasonous Ogre before you can win. Enter Dauntless Escort/Ajani's Presence. After granting indestructibility to your creatures until end of turn, you can now go infinite with your combination on the table: Pyrohemia + Tamanoa + Treasonous Ogre. After casting Ajani's Presence or sacrificing your Dauntless Escort, you then activate Pyrohemia for dealing 1 point of damage to all creatures and players. Then Tamanoa gives you at least 3 lives. Then spend those 3 lives with Treasonous Ogre's ability to get 1 red mana. Spend that mana on activating Pyrohemia again and repeat this process until every opponent and their creatures are dead!

One of the better things about this is that you do not need the combination to win. Repeated use of Pyrohemia by itself can win you the game as long as you have more life than your opponent. Tamanoa, Browbeat, Banefire and other cards in the deck insure this is the case. A total of 16 cards with either damage or lifegain is all you need to squeeze ahead of your opponent while burning down the table. And you can still just attack with creatures after killing any blockers that may be around.The rest of the deck just supports your win conditions. Here is the card breakdown:

The Creatures:

Crimson Acolyte: This card is in the deck to insure that your win condition remains in play. Crimson Acolyte + Pyrohemia lets you keep your enchantment around as well as protect your creatures from harm until your combination can go off. Additionally, it is an amazing card vs any opposing red deck. Can be replaced by another protection from red creature or similar cards like Mother of Runes. Any kind of creature or other card that will keep it in play while using Pyrohemia.
Dauntless Escort: This card serves 2 purposes in the deck. It's main use is it's sacrifice ability allowing you to combo off and win the game. Secondly, it is a bigger body on the battlefield that is a magnet for removal due to it's ability. This may pull kill cards out of your opponent's hand allowing your real game-winners to remain in play. It can also lay some beatdown after your removal has swept the field.
Tamanoa: One of the main ingredients for your combination. This card lets all of your burn spells gain you life and there are many cards that can take advantage of this. This deck is primarily using Pyrohemia for it's burn but there are many cards that can get quite abusive once a copy of Tamanoa is in play.
Treasonous Ogre: Another combination piece for going infinite. The ogre's Dethrone ability is a nice bonus that can grow the ogre while setting up your combination. But it's main use in the deck is to convert your life total into red mana for more activations of Pyrohemia.
Wild Cantor: Adds a small amount of ramp and mana-fix to the deck on the way to your combination. Can also serve as a speed bump if necessary. It can be replaced by any kind of mana dork or early blocker to help set up the board for your win condition. I found that it's mana ability is very useful in a 3 color deck.

The Other Spells:

Pyrohemia: The last element of your combination. Also the biggest element of the combination. This is also your main source of damage in the deck. Cheap and repeatable global damage. It's only drawback is needing to keep a creature in play. Well, and the fact it hits you and your creatures as well. But Tamanoa 's ability should get you more life than you lose. And cards like the Crimson Acolyte and Dauntless Escort should keep your creatures in play long enough for you to win. And the ability to pitch damage around the table at instant speed for a single point of mana is never trivial. This card just keeps getting more and more dangerous the longer a game progresses.
Banefire: Is an alternate win condition if your combination gets hated out. Even without a lot of lifegain or an ogre in play, you can spend 6 mana for un-preventable and un-counterable damage. Banefire + Tamanoa + Treasonous Ogre is a nice combination as well.
Browbeat: This is in the deck to help out in case of a stall. Another good aspect of the card is that while Tamanoa is in play you can gain 5 lives if someone chooses to take the damage instead of letting you have the draw. Given that Pyrohemia is a large part of this deck there will be many instances where you will be able to get the draw.
Devil's Play: Another source of damage to finish a game with. And adds slots of burn to the deck because of it's flashback ability. Acts as a backup to Banefire if it gets Name-hated out.
Ajani's Presence: Another way to protect your creatures and your win condition. It is always nice to be able to do this at instant speed at any time from your hand. Once your combo pieces are in play you then use this to make Tamanoa and your Treasonous Ogre indestructible until end of turn. Then keep activating Pyrohemia 1 point at a time until you win.
Ready / Willing: Another way to make your creatures indestructible until end of turn to help you combo off. And it is just added spice that you can fuse or cast the Willing side if it is needed.

The Lands:

Evolving Wilds: This card lets you mana-fix by fetching out any particular basic land you may need. It also thins your deck and increases the odds of you drawing into what you need.
Grand Coliseum: You can tap this for colorless or tap for mana of any color and it does 1 point of damage to you. With Tamanoa in play you just get the life you lost right back. Since the coliseum counts as a non-creature source of damage.
Jungle Shrine: You are playing with Naya colors. And this land happens to tap for those colors. How nice for us and it gets 4 slots in the deck.
The rest of the land are a few basics as targets for your Evolving Wilds.

That is it for the deck. Please leave any comments or suggestions here.

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Date added 6 years
Last updated 6 years
Legality

This deck is Casual legal.

Rarity (main - side)

20 - 0 Rares

14 - 0 Uncommons

16 - 0 Commons

Cards 60
Avg. CMC 2.79
Folders Magic Marc Cards
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