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The gameplay starts at 51:06, also win the game.

Single malt whisky, individuality, uniqueness, and uncompromising. A single-color deck is like a single malt whisky, with obvious advantages and disadvantages. Well, I saw the explosive power of boldness, impulsivity, and despising everything in the single red. If you are also a planeswalker who walks on the edge of a blade regardless of the consequences, you may wish to try this newly polished deck.

In this deck, you will see the following strategy:

  • Wheels, quite a few wheels.
  • Burn, artifacts, and artifacts removal.
  • Graveyard shenanigans, storm.

If you sir a planeswalker who is starting to feel dizzy here, you should take a break with a glass of water. The exit is on the upper X sign on the right-hand side. The price of clicking on it will be your 10-year lifespan.

If you like to turn the creature sideways, try to drain your mana every time, then pass the turn, and then look at the other powerful planeswalker with a frown. Watching the whole world burn may not be bad at all.

The biggest issue with Red is that we have too many efficiency spells. Burst out spells left and right, it empties your hand immediately. You wish you had drawn more cards to fill your hollow needle.

Worry not my friends. A good Red planeswalker does not need the help of other colors, we have the best solution, to becoming a master of wheels! When opening hand with Mana Crypt Dayum! Draw it at turn 10? Dammit! A wheelmaster would not have such troubles, he spins the troubles away Hallelujah!

Neheb can focus on discard advantage like Madness, Encore, Flashback, Jump-Start, etc.

Mono color must have a downside; we suffer from "Short of Tutor" and "Narrow Interaction" in Red.

Having fewer tutor cards in EDH provides a randomized gameplay experience, which is fun. But, had no access to enchantment removal, and some burn spells to deal with creatures...we need something else to cover our ass.

Introducing an old-fashioned way to answer.

The Color-Less. They're Efficiency but Backward, and we do love that little hint of jankiness. Some cards could dump or dig whenever you want. Or doing tricks in instant speed to set your opponents up.

In the ancient past, we red wizards were only good at destroying artifacts and land except for burning. This may be a curse, but we can bring this curse to everyone! Mycosynth Lattice, Liquimetal Coating, Liquimetal Torque, etc.

Everybody hates STAX, PERIOD. And I'm not attempting to convince you guys this strategy is fun, but...

  • Winter Orb

    It's really good to combine a commander who could still generate mana when lands don't untap. Compare with that, MLD (mass lands destruction) which caused everyone to lose their lands, opponents still have a chance to blow up the orbs and catch up from behind.

  • Static Orb

    Besides, the Wheelmaster do need to stomp through, and Static Orb make sure creatures stock in sideways, and I see this as an absolute win.

  • Trinisphere

    Free spells hate. It's another artifact that taps to turn off. I mention it here because it only performs well in high-power tables.

  • Torpor Orb

    It's a good card and also a bad card. People hate it because their stupid Reclamation Sage won't work. But it's a card that allows mono-red to stop Thassa's Oracle combo-off from nowhere.

  • Glacial Crevasses

    I love it and also hate it, a mono-red Fog. It's the reason why I use Snow-Covered Mountain in the first place. Many decks don't care about combat in high-power games.

  • Mana Web, Price of Glory & Defense Grid

    Counterspell hate. If you have some crazy wizards in your playgroup that always thirst for denial magic...

  • Stranglehold

    Time Warp hate. The part that opponents can't search their libraries is slow though.

If you notice that I didn't list Blood Moon or Magus of the Moon, it's because I still wanna play this deck at every table I meet. Therefore, I don't want to put these two which are only performing well at high-power matches in the deck.

Voltron Style

The main goal is very simple. To have at least five cards in hand, Aggravated Assault + Neheb, Dreadhorde Champion attack and discard your hand to activate again, and again. But, maintaining enough cards in hand is the hard part. Giving him a double strike will make things easier.

Aggravated Assault synergy cards:

Storm Off Style

A 5/4 trample won't stick around on the table long. Times go by, we are not able to recast him because of his tax added-on. Underworld Breach is the second solution, not just casting Neheb from your graveyard.

A way to don't need combat to win.

Other "Underworld Breach" Related Combo Show

Tim the Enchanter Style

Your graveyard got lockout, and Neheb is not intact at all.

Fear not, there's another way...

Remember we talk about making permanents into artifacts to let us access removal? Adding artifacts type to Magda. Taping both the clock and Magda, to untap herself, then tap the treasure and her to repeat this process of making infinite treasures.

We could fetch Reckless Fireweaver, Grinding Station, or Hellkite Tyrant to win the game.

When you built a deck highly focused on doing one thing and one thing only, your opponents will try to stop it.

Neheb always a hot target on board, take him down equals shot us down too. So prepare for it.

The four types of threats are:

  1. Hard removal
  2. Soft removal
  3. STAX
  4. Steal him from us

Therefore, you should pick some cards which versatile enough, it compacts your deck too.

Big shout out for QUEST FOR THE JANKLORD, an amazing youtube channel. The Wheelmaster in that show is truly kind and generous. This deck may not be as benevolent as he is, but it's guaranteed that everyone is equal in front of the wheel.

“Ushigo dorbo gordo? (Would you like a hand, stranger?)” —The Wheelmaster

Feel free to ask about how to operate this deck or any suggestions. And consider giving an Upvote +1 ?

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Comments

27% Casual

73% Competitive

Date added 2 years
Last updated 1 day
Exclude colors WUBG
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

46 - 0 Rares

14 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 2.60
Tokens Copy Clone, Rogue 2/2 B, Shapeshifter 2/2 U, Treasure
Folders Primer, Tapped Out - User Decks, Mono R, Awesome Decks
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