A Prowess based deck that hits hard and burns away the life points of your opponent. Every creature in this deck interacts with the spells we cast so things stay kind of interesting. This is the more stable version of the deck, but I really like running it with 3 Jaya’s as she brings a lot to the table.
The Creatures:
Soul-Scar Mage and Monastery Swiftspear have been staples for Prowess for some time now, both are great first drops, hit hard and at worst draws out you opponents early removal, allowing your other creatures to thrive. also the Mage's -1/-1 ability really helps reduce heavy creature threats in the long run as well.
Electrostatic Infantry does not have prowess, it has something better in the fact that it keeps the +1/+1 increases every time we play a spell, as well as trample to run the damage through.
Dwarven Forge-Chanter has a lot of things going for it for 2 mana, a strong defense, prowess, and ward cost of 2 life to target, against other red decks this can be especially nasty, boosting the prowess as the foe targets it with burn, the more spells they play to kill it the more life it will cost them.
The Spells:
Play with Fire as cheap burn is a must, and the scry 1 can really make a difference especially when mana is really needed on those questionable keeps
Lightning Strike hits any target for 3 damage with no conditions, it's always solid.
Light Up the Stage is you card advantage engine for the deck, and once your opponent losses life, it’s only cost 1 to play, stretching your mana further to get more plays in.
Wizard's Lightning & Skewer the Critics are both 3 damage for 3 mana with conditions that can bring the cost down to 1 mana, and in doing so allow more plays and stacks the Prowess up on your creatures while burn anything that stands in your way.
The Other Stuff:
Jaya, Fiery Negotiator while sometimes I run 3 of these, she does great work no matter the amount. Her +1 gives us more Prowess creatures to work with, the -1 is more card advantage, and the -2 can clear the path in a pinch. If you get her -8 it’s probably over for your opponent and it’s just clean up from there.
Ramunap Ruins is a land of honorable mention as it’s save me more than once from the edge of death, getting those last could points of damage in can really make a difference.
The Game plan:
Pretty straight forward, attack and burn, repeat. Every little point of damage can matter. Mono Red really just comes to keeping pressure on while knowing when to tighten up when things get messy. Generally met you conditions to make your spells cheaper and keep the card coming with Light Up the Stage, nice thing is there will not be too many long games going on with this deck.
Feel free to comment if you would like to see more my decks and please link here and give me a shout out if you used this deck and had fun.
Creature (16) | |||
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$0.25€0.200.02 | |||
$0.15€0.110.03 | |||
$0.40€0.380.03 | |||
Instant, Sorcery, Enchantment, Artifact (20) | |||
$0.61€1.750.03 | |||
$0.30€0.220.04 | |||
$0.26€0.180.03 | |||
$0.25€0.450.03 | |||
$0.24€0.130.02 | |||
Land (22) | |||
18
Mountain
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$1.19€1.210.02 | ||
$2.17€3.941.58 | |||
Planeswalker (2) | |||
$0.84€0.740.17 |
$1.03€0.810.03 | |||
$0.25€0.200.02 | |||
$0.84€0.740.17 |
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