Big Red, Budget Standard

by KeeganG on 10 July 2017

Main Deck (60 cards)

Sideboard (15 cards)


Instants (3)

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Deck Description

A classic red stompy ramp deck with good removal, card selection/advantage, and big recursive threats. Kill potential chump blockers in the early turns, play ramp artifacts and sin prodders, and then start casting the haymakers. Monument is an excellent source of card selection and card advantage with an empty hand, besides its obvious role as ramp. Key to the city acts as early game filtering and helps push through late game blockers (cough cough oketras monument). Combustible can flip lethal damage or net 3 cards. Metalwork collossus will often come down on turn 5. Glorybringer provides an out against PWs. Magma spray helps against scrounger and zombs. Abrade is dual purpose, best red removal spell by a mile. lol at indomnitable creativity. Land base packs a punch, having answers against GY decks, helping to power out multiple colossi, and easily activating hostile desert with the high density of rummaging effects. Overall, pretty happy with the concept of this deck and its price tag.

Comment with suggestions, what did I miss?

Deck at a Glance

Social Stats

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This deck has been viewed 1,103 times.

Mana Curve

Mana Symbol Occurrence

000300

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Big Red, Budget Standard

I've always been a fan of Big Red strategies, but I do have some thoughts about this.

The first is I'm not a huge fan of Heart-Piercer Manticore, I see it's use for being a removal spell on a creature, but I feel like if you want that then something along the lines of Sand Stragler if you want a removal spell, or just add another Glorybringer and use the other two slots for other threats or potential Walkers (Chandra, Torch of Defiance would be the obvious inclusion, but budget is fair).

Other then that, I'm not too hot on Key to the City, I think I would rather have something like Hedron Archive or maybe pair a set of Archives with some number of Skysovereign, Consul Flagship as a good way to turbo ramp into a Metalwork Colossus, while also doubling as removal and something for a Sin Prodder with no good attacks to crew.

I'm not 100% sold on the Monument, but that could just be wrong on my end, another good threat or removal spell that could hit bigger threats may be more useful, but that would come with testing.

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Posted 10 July 2017 at 18:13

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Tried to respond but my phone died. Not rewriting everything I had to say, but thanks for he comment, all good points.

Masticore synergizes with discard outlets as a recursive creature. Also serves as fling on a stick sacrificing gearhulk or colossus. It's not great, but the ceiling is high and I need a turn 4 play that doesn't require ramp.

Speaking of ramp, monument is super important for the deck as a way to dish extra lands, fuel the manland, ramp into colossus, and ramp into turn 4 glorybringer against Chandra/ Gideon or sin prodder holding up abrade.

I've seen key to the city in a few colossus builds and I like it for two reasons. A. Card filtering in a 24 land deck is super important. And B. Pushing through damage via fling, unblockable, or trample needs to happen against UW monument, BW aggro, and abzan tokens. I think I'll drop down to 3, 4 is a bit much.

I'm not a fan of hedron archive as it only really helps to cast a cheap colossus when my other ramp allows me to cast my threats ahead of schedule and gives me early turn plays, something this deck is mostly lacking.

Chandra would be great (as would a splash) but I'm sticking to a budget.

I really like the idea of flagship. Adding at least 1.



0
Posted 10 July 2017 at 18:49

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Just read sand strangler, adding two, dropping manticore to 1.

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Posted 10 July 2017 at 18:55

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