Brawl - Neheb's Big Red

48
13 19 3 24
Jank
Main 59 cards (42 distinct)
Planeswalker (3)
$5.95€5.542.45
$1.31€1.030.36
$14.01€14.0119.02
Instant, Sorcery, Enchantment, Artifact (19)
$0.43€0.170.01
$0.15€0.050.01
$0.50€0.370.02
$0.20€0.060.02
$9.99€6.472.68
$0.35€0.130.02
$0.44€0.180.02
$10.27
$0.37€0.200.02
$3.52€3.533.18
$0.25€0.110.01
$0.15€0.040.01
$1.50€1.270.36
$0.30€0.090.01
$0.20€0.050.01
$0.46€0.200.02
$0.49€0.250.05
$0.22€0.090.01
$2.40
Creature (13)
$0.20€0.060.02
$0.26€0.140.01
$0.40€0.160.01
$2.74€1.620.08
$1.50€0.890.99
$2.461.90
$0.72€0.580.16
$3.49€3.161.13
$0.46€0.210.02
$0.190.01
$8.78€4.636.03
$0.60€0.450.01
$0.16€0.070.01
Land (24)
$0.33€0.150.01
$0.26€0.190.02
$0.50€0.250.07
$1.03€0.750.15
$0.510.04
$3.61€3.9314.31
$0.17€0.050.01
Commander 1 cards (1 distinct)
$0.50€0.220.02

Simulating MTG Arena Best of 1 starting hand
(Simplified, true algorithm in MTGA not revealed by Wizards yet)
Description

NEHEB'S BIG RED

In the red corner, weighing Dragon-God knows how many thousand tons, the Zombie Minotaur monster from beyond, the Red Rage himself, the Tramply... I don't know, man. It's a big fucking zombie minotaur. He hits hard and gives you mana. LET'S GOOOOOOO!

{{Neheb, Dreadhorde Champion}}

Neheb smash, Neheb win! The strategy with this commander is pretty straightforward: hit the goddamned opponent in their dumb face, wheel our entire hand for a ton of mana, and blast them from orbit with big fireballs. The deck runs a lot of looting, ways to get Neheb in there, and a TON of big red spells to slap our opponent in the face with!

Connecting with the Minotaur:

{{Manifold Key}} {{Crystal Slipper}} {{Crashing Drawbridge}} {{Uncaged Fury}} {{Embercleave}}

First and foremost, we need to make sure our commander GETS RIGHT UP IN THERE. For that we have [[Manifold Key]] to make him unblockable, [[Crystal Slipper]] and [[Crashing Drawbridge]] to give him haste, and [[Uncaged Fury]] and [[Embercleave]] for pretty much the same reasons, with the possibility of wheeling our cards twice if we do manage to damage our opponent twice, for double the potential mana. Smashing!

Drawing the Burn:

{{Bag of Holding}} {{Chandra's Regulator}} {{Thrill of Possibility}} {{Tome of Legends}} {{Glint-Horn Buccaneer}} {{Merchant of the Vale}} 

This deck revolves quite a bit around its rummaging synergies. We run one [[Bag of Holding]] to help us reuse the cards we rummage away, [[Chandra's Regulator]] to loot away mountains or unusable red cards with a little bit extra Chandra synergy, [[Thrill of Possibility]] in case we really need to draw more cards, [[Glint-Horn Buccaneer]] to deal extra damage any time we discard a card, and [[Merchant of the Vale]] as another reusable 'draw' engine. Finally, we run one [[Tome of Legends]] for a little bit extra card draw, as we really want to be attacking with our commander whenever possible.

Casting the Big Guns:

{{Runaway Steam-Kin}} {{Arcane Signet}} {{Heraldic Banner}} {{Irencrag Feat}}

There's a lot of expensive cards in this deck, and we can't simply count on Neheb to let us cast them all. For some extra bit of mana ramp we run the artifacts [[Arcane Signet]] and [[Heraldic Banner]] as the +1 damage does quite well with our commander with Trample. We run one [[Runaway Steam-Kin]] as one of red's few sources of 'ramp', and one [[Irencrag Feat]] to cheat our our huge spells earlier if necessary, or to add a bit more mana to one big burn spell.

The Little Burn:

{{Bonecrusher Giant}} {{Ember Hauler}} {{Goblin Cratermaker}} {{Scorching Dragonfire}} {{Lava Coil}} {{Immolation Shaman}} {{Flame Sweep}} {{Irencrag Pyromancer}} 

The deck runs a lot of big damage spells, but we also run a fair amount of small removal to make sure we don't get runover in the early game. [[Scorching Dragonfire]] and [[Lava Coil]] serve as useful early-game removal spells while [[Flame Sweep]] can help clear the board of mana dorks or a very early aggressive start. We run [[Ember Hauler]] as a way to deal damage to anything and [[Goblin Cratermaker]] as a double-up damage-to-creature spells and artifact removal. [[Bonecrusher Giant]] can be a way to stop damage prevention (does anyone run fog or [[The Wanderer]]? Idk why not?) or simply removal for early aggressors. Finally, we have [[Irencrag Pyromancer]] bolting off every card we draw and [[Immolation Shaman]] as a very annoying early play for our opponents.

Medium Threats:

{{Chandra, Acolyte of Flame}} {{Torbran, Thane of Red Fell}} {{Sarkhan the Masterless}} {{Skarrgan Hellkite}} {{Cavalier of Flame}}

Our big damage spells work better when we don't actually need to deal 25 damage in one turn. We have a few midrange threatsw to deal with the board or start chipping at our opponent's hefty health total to give us a chance to win the game. At 3 mana we run [[Chandra, Acolyte of Flame]] to put in some early pressure or let us reuse our cheap removal spells. [[Torbran, Thane of Red Fell]] comes in at 4 to give all our damage that extra kick it needs for 2 more damage, and at 5 mana we have our powerful threats of [[Sarkhan, the Masterless]] to make dragons, [[Skarrgan Hellkite]] to take control of the skies, and [[Cavalier of Flame]] to let us rummage some more and a lot of hasty damage.


The BIG Burn:

{{Repeated Reverberation}} {{Inescapable Blaze}} {{Sundering Stroke}} {{Chandra, Awakened Inferno}} {{Drakuseth, Maw of Flames}} {{Electrodominance}} {{Finale of Promise}}

This is it, people, the big payoffs. We brought some big guns with us and we are ready to BLAP BLAP all over their faces. We start off with [[Repeated Reverberation]], which though it might not do anything on its own, it lets us triple-tap on most of these big damage spells. For the big expensive damage we run [[Inescapable Blaze]] because it can't be countered, [[Sundering Stroke]] because it can act as a board clear, and [[Electrodominance]] which lets us cheat out other big spells, all of which can be excellent finishers. We also run one [[Chandra, Awakened Inferno]] as a way to chip away at our opponent and deal with the board, and [[Drakuseth, Maw of Flame]] because it's an AWESOME card. [[Finale of Promise]] lets us get extra value from our big damage spells, especially because we will probably be discarding them if drawn early, and if X=10 we will be dealing a TON of damage.

The Lands:

{{Blast Zone}} {{Castle Embereth}} {{Cryptic Caves}} {{Emergence Zone}} {{Mobilized Distric}} {{Dwarven Mine}}

The lands are pretty straightforward here. We run 18 beautiful Mountains, one [[Castle Embereth]], and a [[Dwarven Mine]] as our red sources. I don't know that much about the mine but having another dude can sometimes make the difference. We run [[Cryptic Caves]] for more card draw, [[Emergence Zone]] to let us be a little trickier with our spells, and [[Mobilized District]] to give us more attackers in a deck with quite a few noncreatures.

About EveryDayANewBrawlDeck

Follow my twitter at https://twitter.com/EverydayDeck for more Brawl decks, everyday!

Most of these decks are atrocious, some are just bad.

If I did not include a specific mythic or rare card it is because I do not own it yet for I am a plebian.

Feel free to take any of these ideas and make them your own, I do not 'own' any of these decks and I probably have NOT made the right card decisions.

Comments

Login to comment

0 comments

Last Updated: 23 Nov 2019
Created: 23 Nov 2019
100 18 0

Mana Curve
Color Breakdown
Main/Sideboard Rarity Count
7 10 19 5 0
0 0 1 0 0
Mana Calculator
Symbols Percentage Lands