For problematic creatures that you cant kill there are 2 confiscation coup with the amount of energy this deck generates you'd be able to even steal an ullamog. Curving out its pretty easy and with mana dorks, you can drop a chandra on turn 3 or a glorybringer on turn 4 ravaging your opponent. This deck has the most value/mana cost creaturees of all. This is a toned down version of the standard deck that is having a great succes in standard paper play, this is a all doing midrange deck with some of the most valuable creatures in standard, as removal you get only 3 lighnings 1 chandra and 2 bringers but i swear that's enough, the opponent will be so busy dealing with your longtusk cubs trackers, planeswalkers that 6 removals is fair enough. If you are on the play with a decent hand and play right youi will win 90% of the time. 2 toughness creatures its not the problem of this deck. Dont be hasty in shocking some 2/2's this is a mono red if the opponent stabilize the board you will need some straight up dmg to their face to end the game. Firecraft and shocks are best used to the opponent face but if you gotta beat down a kalitas or some problematic stuff that will make the game longer or gain life/advantage tot he opponent feel happy to waste it on a creature or planeswalkers. The 4/3 for two mana is not there because its not hasty it will eat the same removal copter does and leaves you at card disadvantage. For the first 2 the main reason is that this deck tend to lose long games (more than the 6th 7th turn) so you basicly dont want to waste your turn crewing a copter and have it eat a fatal push or harnessed lightning this decks plays like a straight mono red with hasty creatures filling the board with some occasional removal for threats you cant deal in the form of defiance glorybringer and exquisite firecraft and chandra. This is i think the best configuration for mono red, many may argue about no copter or heart of kiran, or the 4/3 for 2 that discards missing. Cheers ill post some other decks later.ģ 2/2 double red goblin with sac does 2 dmg(im sorry i dont know the english name)Ģ 3/1 eldrazi haste that can steal a creature for 2 This deck is less faster than the mono red i will post later but it can support long games better than it. A little note this deck should need 24 lands due to glorybringers but im running 22 because honestly i dont know what to cut (maybe a couple of shocks) if you experince CONTINOUS mana screw just swap out 2 shocks for 2 lands you got plenty of removal already. Chandra is in there just because is too good, slam it against control post combat when they are tap out or close to and it will win you the game. Fatal pushes can remove most of the playable staples early, glorybringer kills planeswalkers and high toughness creatures with ease while disintegration kills everything while doing 3 dmg if you got an artifact. This deck is just brutal if you play it right with knowledge of combat steps and not going on rampage trading your creatures for nothing this deck just ravages your opponent life in a few turns, for late game there are 2 scroungers and 2 wanderers that can keep coming back and the cut/ribbon consequence that will drain the low amount of remaining life your opponent must have if you playd it right. Now that this game is over and i have the complete card pool im happy to share the best decks i found out myself.ģ circuit fanatic (the 2/1 haste for 2 mana)