Mono Red Aggro / Burn

by pokge on 13 September 2025

Main Deck (60 cards)

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Deck Tags

  • Mono Red
  • Fast
  • Aggro

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

000360

Card Legality

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

Deck discussion for Mono Red Aggro / Burn

A good ol classic build.

The best part about this decktype is that the mana curve is so low to the ground that you don't really need that many lands. You can comfortably cut this down to 20 and be perfectly ok, which I'd advise doing. Ramunap Ruins is a good idea, as you don't want to be topdecking too many lands, but you're better off running Fiery Islet, which goes for a buck or so. Sacking a land for 2 damage but needing 4 other mana to do it is a longshot. Sacking a land for 1 mana to draw a card is reliable. So, I'd advise cutting the 2 Ruins and 6 mountains, then adding in 4 Fiery Islets. That way you're really only running 16 dead draw lands and 4 lands that let you basically cycle them, freeing up 4 slots and cutting down the necessary mana to utilize those tech lands.

Lava Coil is just a worse version of Flame Slash, which you can get 4 of for a dollar. If you need removal, that's a much better way to go.

Skewer the Critics is actually hampered a little in here, as you want to cast it before you attack to trigger your prowess, but to get the spectacle deduction, you need opponent to have lost life already (one way to do so is to have attacked already), which is anti-synergy. So, to get the discount, you'd need to cast a burn spell to opponent's face, which actually means you're going to run into situations quite a bit where you won't be able to get the deduction and cash in on the prowess at the same time because you don't have a burn spell you can throw at opponent right away. Instead, upping the Lava Spike would work, as would running Manamorphose though it costs 5 bucks a pop (but it triggers your boys and replaces itself without costing you a turn), or Renegade Tactics, which trips all your boys and lets you get some easy combat damage while replacing itself.

Shock and Light up the Stage are a good idea, but you're better off just using the bolt effects with cards like Lava Spike and [[Bolt Wave]], as you're more concerned with smacking opponent in the face while triggering your fast critters than swatting away pesky critters in a one for one exchange. If opponent can block your little guys and you've got to trade them off to a blocker with a damage spell on top, you're already sunk (as you're down 2 cards vs 1 card with tempo). Better to get the extra damage in the long run.

Just some thoughts.

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Posted 5 hours ago

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