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Super Fast Red DeckAny suggestions on how to improve?
Basic Red Speed Deck. Just keep attacking. Then Burn then to the ground.
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Another awesome deck. Might i suggest Hammer of Purphros.
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That might work.
Great deck, love the Vexing Devil and the low mana-costs across the board.
Would this work in a tournament?
It is very fast. So as long as you win by turn 3-5 then yes. But if you go against any kind of control or mill deck, you're screwed
Control is common at the moment but it is harder to find a mill deck Even so, you should be able to do some damage
Mill should be easy to beat. Beating control isn't impossible either; it depends on what type of control, and the deck's controller.
Well, some of the new Dimir stuff is pretty hard to get around I versed a Gruul deck with my Dimir mill deck and smashed him. And he had burn in there. Psychic Strike rips through your opponent easily some times
i dont think you need 22 land for this deck, at least take two to the sideboard.
yeah -2 mountains and +2 hellrider
good idea.
rubblebelt maaka isn't worth the spot. he doesn't help you enough to warrant the spot in a deck that will lose steam without each card being carefully chosen. especially with vexing devil also being a drain on your handyou only have 8 burn spells. I would consider running 10
Rubblebelt Makka is used because of the {R} Bloodrush cost. It is +3/+3 for A MOUNTAIN, but I do agree with you on one thing: moar burn spells Here's a deck that I'd like some advice on that's similar to this one: http://www.mtgvault.com/s0rinmark0v/decks/red-deck-owns/
-2 dragon mantle-2 brimstone volley+4 magma jet
how about -2 Dragon Mantle, -2 Lightning Bolt, +4 Magma Jet.
no. bolt is the best burn ever
Your sideboard isn't really effective since it doesn't do anything against other decks well enough. I'd suggest the following:- Maindeck the emissaries since that way you can side in Lightning maulers against control decks to aggro in over them.e.g. Turn 1: any 1-drop, Turn 2 Emissary, Mauler + attack.- Lose some of the 1 drops. You don't need 12. Get rid of either the Devils or the Stromkirks. I'd personally lose the devils since they aren't reliable at staying on the field and you want that ability to attack and draw responses so they waste cards trying to kill or counter something and that means advantage for you. e.g. if you play a devil, smart opponent pays 4 life and its gone. If you play a cackler, opponent has to block it, or kill it wasting either a creature or a card and you have another dude on the field for turn 4 Hellrider triggers.-Add in Firefist strikers instead so that you can be assured of getting damage in and they sit well with the emissaries. In beatdown style RDW, you want more 2-drops. -Add shocks so that against ramp decks, you can kill their llanowar/pilgrim/deathrite on turn 1 or 2 and still have some mana open. Lose the brimstones, they're too conditional. You want reliable for your deck.- Add skullcracks. They kill sphinx's rev's in seconds. Alternatively, consider toil//trouble as a response to control. Either they spend mana countering or take 5~7 damage for 3 mana- Add Mutavaults. You can trigger battalion easier and on turn 5 its 1 more damage from Hellrider triggers- Add Pithing needles in the side for planeswalkers. Trust me on this :)Been playing that deck at FNM for months when it was standard :) Hope it works.
1. What would i take out for the Emissaries and Firefist Strikers?2. Vexing Devil is awesome. It's either a 1 drop 4/4 or an instant 1 drop burn spell for 4 direct damage.3. I have Lightning Bolt. I dont need Shock
1 drop 4/3 for Vexing But the rest is true
Well, I'd drop the Madcap skills since it's too easily 2-for-1'd and think about losing the volleys. The vexings are good but the option to just take the damage is another option that you give the opponent that they don;t need. You could do 4 damage or make them waste a card or waste mana that they could be using in more efficient ways.