Deck #7: I Am Red Deck
I was going to keep calling this deck Magic Show Red, but that is no justice for the deck’s originator Chris “I Am” Nighbor. A quick aside: Tom LaPille and I were driving back from the latest SCG weekend. The other three members of the car (JR Wade, GerryT, and Ben Weinberg) were fast asleep, but the two of us were rather tired… and punchy. Anyway, somehow we imagined up Chris Nighbor as a Pokemon.
A Wild Nighbor Appears!
Quick, Use the Ultraballs!
I guess you had to be there…
I assume you all know how Red decks work and this thing is no exception. Cheap, powerful animals and burn spells take your opponent down to zero as quickly as possible. For an example, look at what the other Guillaume made Day 2 with:
Guillaume Cardin
Pro Tour: Hollywood Day 2
4 Ghitu Encampment
16 Mountain
4 Mutavault
4 Fulminator Mage
4 Keldon Marauders
4 Mogg Fanatic
4 Tattermunge Maniac
4 Incinerate
4 Lash Out
4 Rift Bolt
4 Shard Volley
4 Sulfurous Blast
Sideboard:
4 Countryside Crusher
3 Greater Gargadon
4 Magus of the Moon
4 Sulfur Elemental
Likelihood of Play: Very High
This is quite an elegant deck. Everything is maxed out 4-ofs, no questions of what the deck is trying to do. This is a Regionals deck. I would be just as shocked if I didn’t face this deck as I would if I didn’t face Faeries.
Top 5 Strengths: Mogg Fanatic, Magus of the Moon, Fulminator Mage, Lash Out, Rift Bolt
Top 5 Weaknesses: Kitchen Finks, Primal Command, Teferi’s Moat, Wall of Roots, Loxodon Warhammer
I tried to pick strengths for this deck and it proved to be very difficult. As ubiquitous as the Red deck appears to be, there is a ton of variance between the individual copies. Basically, the strength of the deck is aggressive spells. Not one is strictly better than the others. I will make special mention of Magus of the Moon and Fulminator Mage, however, as the nonbasic hate is a strong part of the success of the deck, putting the opponent off balance long enough to finish them off with more traditional angry Red spells. The weaknesses were also a tad tough to decide upon, but basically if your goal is to take life away then life gain and damage prevention are bad for you.
Playability: Low
I’m not sure this is the deck you want to be playing. There’s an awful lot of life gain and control for this kind of deck to fair well. My suggestion is to try to avoid playing this deck this weekend.