Guys, I think I just made mono red a consistent gauntlet grinder..
First 3 runs:
6-1 — lost to Grab Bag boss, unlucky draws
7-0 — beat mindless charge boss
7-0 — beat limitless possibilities boss
7-0 — beat power of progress boss (even with being power screwed)
5-1 — lost to deep freeze, got him to 1 health and then flooded.. I marketed wrong too
7-0 — beat mindless aggression boss
4-1 — lost to hellfire, bad matchup on the draw because it’s very aggressive and has lifegain
5-1 — lost to hellfire again.. ideas to improve this matchup??
More testing to come..
This deck follows 3 stages:
1st - Begin early aggression/warcries
2nd - Control board state with either hard removal (damage spells) or pseudo removal (exhaust)/continue pressure
3rd - Close with 4-drops
Tricks of the deck:
-Exhaust effects really screw up the AI, especially
Urn of Choking Embers.
-
Zuberi, Outlands Warlord makes
Warhelm an excellent closer with this much exhaust effects. Easy to draw into a double damage, warcry-buffed unit and slap on a warhelm for lethal. Zuberi is a decent body to begin with.
-Lots of card flow with
Ornate Katana and
Xo of the Endless Hoard, which allows us to maintain pressure.
Signal Flare and
Cinder Yeti helps too.
Card choices:
-
Mindfire - This is a tempo play. Can force the opponent to make horrible blocks. Also allows us to attack with
Crimson Firemaw and
Zuberi, Outlands Warlord for game changing swings.
-
Oni Ronin - Steeple of all fire aggro. Fits in the deck nicely.
-
Signal Flare - This over
Pummel because pummel requires a unit on board, and sometimes encourages bad attacks. Flare adds to our reach, removal, and overall strategy of the deck.
-
Torch - Because torch.
-
Warhelm - A 3-of because this card can sometimes be a dead draw. But it is really strong when the window is open. Works well with exhaust effects to maximize our tempo attacks.
-
Bladekin Apprentice - Basically an outlaw that warcries itself. Works well with exhausts.
-
Ornate Katana - Weapon of choice because we really don't want to run out of gas.
-
Rakano Outlaw - Steeple 2-drop of fire aggro. It works.
-
Cinder Yeti - Definitely under valued. Warp + overwhelm + exhaust effect makes for a huge tempo swing. Makes this strategy work.
-
Ixtun Merchant - Pretty much required. There are a few other market choices, like
Cloud of Ash or
Rally. Just pick to your liking.
-
Shogun's Scepter - A great weapon but not that great to go more than 2-of. Works well with warhelm.
-
Crimson Firemaw - Mainly used as a big butt flyer. The effect is just a bonus. It does feel good to hit into a Xo.
-
Jawbone Greatsword - A really good multi use card. Mostly used as removal, but can be used to end board stalls and/or create a big body that gets zuberi's inspire. Only a 1-of because it is very situational.
-
Zuberi, Outlands Warlord - Our main closer. Requires opponent to remove or will end the game if left unanswered. Works well with exhaust effects.
-
Xo of the Endless Hoard - Mandatory for red decks now. Has so many uses throughout the whole game. As I mentioned before, its a nice target for crimson firemaw to hit.
-
Sealed Writ - Just some added reach for late game.
Market choices:
-
Bore - Steeple market card for red decks.
-
Urn of Choking Embers - Board controller and aegis popper. Basically makes the opponent play a turn behind.
-
Groundbreaker - Another big butt 4-drop that stops those lifesteal decks dead in their tracks. Easy to spark in this deck.
-
Obliterate - For added reach and removal.
-
Shugo Standard - Guarantees the ability to play our 4-drop or allows us to push damage.
Still playing to find its weaknesses. Will update as I continue testing. So far this deck is fun, quick, and consistent. Takes some practice to get the most out of it. Give it a go! Feedback is appreciated.