Select Page

MTG Decklist: Mono-Red(ish) Burn You Can Actually Build: Fast, Cheap, and Mean

by | Aug 25, 2025 | Magic: the Gathering, TCGs | 0 comments

As an eBay Partner Network Affiliate, I earn from qualifying purchases.

Quick Pitch

  • This is a streamlined burn shell that plays like a lightning storm: cheap spells, engine creatures that ping for extra damage, and finishers that come out of nowhere.
  • It’s tuned for casual tables and budget play, with plenty of lines that reward tight sequencing (and a little bravado).
  • Yes, the title says “Mono Red,” but the list below includes a couple of off‑color flex cards some players like at the kitchen table; if you want to keep it strictly red, I’ll show swaps in Upgrades.

Full Deck List

Main Deck — 60

  • 3x Guttersnipe — A burn engine that shocks each opponent whenever you cast an instant or sorcery.
  • 4x Kessig Flamebreather — Pings each opponent for 1 on every noncreature spell; your cantrips become damage.
  • 4x Voldaren Epicure — ETB pokes the table and leaves a Blood token to filter dead draws into gas.
  • 4x Sneaky Snacker — Cheap pressure piece that chips in while your spells do the heavy lifting.
  • 4x Lightning Bolt — The classic: one mana, three damage, ends games and cleans blockers.
  • 3x Fireblast — Surprise finisher that can be “free” by sacking two Mountains to close out the last points.
  • 4x Fiery Temper — Three to any target with Madness for R; turns your looting into lava.
  • 4x Lava Dart — One‑point ping with flashback by sacrificing a Mountain; perfect for two‑for‑ones on small creatures or finishing.
  • 4x Faithless Looting — Draw two, discard two with flashback; fixes hands, fuels Madness, and finds more burn.
  • 4x Highway Robbery — A small life‑swing spell that pressures the last few points in races.
  • 4x Grab the Prize — Another low‑cost piece that advances the burn plan and keeps the damage flowing.
  • 18x Mountain — All the red mana a pyromancer needs.

Sideboard — 15

  • 3x Red Elemental Blast — Anti‑blue hammer that counters or destroys blue nonsense efficiently.
  • 3x Faerie Macabre — Free graveyard hate right out of your hand; shuts off reanimator and delve turns.
  • 3x Searing Blaze — Two‑for‑one with landfall: hits a creature and the opponent at instant speed.
  • 3x Smash to Smithereens — Nukes an artifact and domes them for 3; chef’s kiss versus Affinity and random rocks.
  • 3x Pyroblast — Red Elemental Blast #2 for the blue matchups you really, really want to win.

Game Plan

Early Turns (1–2): Lay the Fuse

  • Openers: look for at least two lands, one engine creature (Kessig Flamebreather or Guttersnipe), and a couple of cheap spells. Hands with Faithless Looting plus Fiery Temper are auto‑keeps.
  • Set the meter: lead with Voldaren Epicure to ping and bank a Blood token, or jam a turn‑two Flamebreather to convert every future spell into extra damage.
  • Know your role: if the opponent is faster, point removal at creatures; if they’re slower, ignore small blockers and aim upstairs.

Midgame (3–4): Turn on the Firehose

  • Engines online: one Guttersnipe turns each cantrip into a Lightning Strike; two Snipe effects make every Faithless Looting feel like a Boros Charm to the face.
  • Value burns: Lava Dart plus flashback cleans up X/1 boards and still nudges life totals; it also double‑triggers your ping engines in one card.
  • Madness math: Looting → discard Fiery Temper → cast for R: you effectively paid two red to draw two and bolt something.

Closing (5+): The Last Five Points

  • Fireblast time: when the opponent hits five or fewer, count lethal with Fireblast reveal; sacking two Mountains is worth the “free” burst to end the game.
  • Stable board? No problem: you can win without connecting in combat; just string any three burn spells with a Snipe/Flamebreather out.
  • Blood token management: dead late‑game lands become fresh bolts; use Blood proactively if your hand is all air.

Strengths

  • Redun‑damage: engines stack; every instant/sorcery turns into multiple points, so you scale well into the midgame even with cheap cards.
  • Resilience to removal: most of your damage is spell‑based; spot removal on your creatures slows you down but doesn’t stop you.
  • Low curve, real reach: you can end games from seemingly safe totals thanks to “free” Fireblast lines and multi‑spell turns.
  • Card selection: Faithless Looting plus Blood tokens keep the burn coming and make mulligans less punishing.

Weaknesses

  • Lifegain swings: A single Kor Firewalker, Weather the Storm, or incidental lifegain can erase a turn; save high‑impact burn for after the lifegain window or bring in Roiling Vortex style effects (see Upgrades).
  • Wide boards of X/2s: Lava Dart dominates X/1s, but multiple X/2 bodies ask you to spend premium burn early; prioritize engines and keep the pressure on face when possible.
  • Graveyard hate: Faithless Looting and Lava Dart get worse through Relic of Progenitus and friends; play to the board with engines and keep burn pointed upstairs.
  • Blue tempo: Countermagic can time‑walk you; postboard, your blasts swing the stack back in your favor.

Sideboard Map (At a Glance)

  • vs. Blue Control/Tempo: +Red Elemental Blast, +Pyroblast; trim a couple of slower sorceries and a Faithless Looting on the draw.
  • vs. Artifact Decks: +Smash to Smithereens; it’s removal plus reach, so you’re happy casting it at any stage.
  • vs. Creature Swarms: +Searing Blaze; pick off their best threat while still advancing the life‑total race.
  • vs. Graveyards: +Faerie Macabre; it costs zero mana and blows out reanimation or delve turns from hand.

Sequencing & Micro‑Edges

  • Hold Looting until you have a payoff: if your hand is stable, wait to pair Faithless Looting with Fiery Temper or a dead land for Blood; blind casting it on turn one is fine only with weak hands.
  • Two‑for‑one Dart turns: with a Kessig Flamebreather out, Lava Dart + flashback is two damage cards that also each ping the table.
  • Count to lethal before you move: if your line includes Fireblast, plan your Mountain sacrifices after you’ve tapped for other spells.
  • Play to your outs: if the opponent is at a low total, prioritize maximizing spell count with engines on board over killing creatures that don’t kill you right now.

Upgrades, Sidegrades, and Strict Mono‑Red Options

  • Strictly Mono‑Red: If you want to avoid any off‑color flex at your table, treat Highway Robbery and Grab the Prize as slots for red analogs like Skewer the Critics, Rift Bolt, or Needle Drop.
  • Budget bangers: Wrenn’s Resolve / Reckless Impulse add card advantage from exile and trigger your engines.
  • Premium firepower: Eidolon of the Great Revel slams spell decks; Roiling Vortex punishes lifegain; Price of Progress punishes greedy manabases (table politics may vary!).
  • Creature package tweaks: Monastery Swiftspear adds haste and prowess; Thermo‑Alchemist gives a repeatable tap‑to‑ping that untaps on spells.
  • More inevitability: Light Up the Stage keeps the gas coming in longer games; Seal of Fire sits in play and makes combat math awful.
  • Meta calls: If large toughness creatures are common, slot Bolt #5–8 as Skewer/Burst Lightning, or try Flame Slash.

Closing Thoughts

  • This deck wins because it stacks incremental damage with ruthless efficiency, then suddenly spikes the last five points when the opponent blinks.
  • It’s also a great pilot’s deck: the more you practice sequencing and sideboarding, the more you’ll steal games by a single point.
  • And it’s upgrade‑friendly: you can keep it budget and scary, or grow it into a tuned burn monster as your collection expands.

0 Comments

Submit a Comment

Your email address will not be published. Required fields are marked *