The original ābudgetā version for 1/4th the price
And some gameplay of a version of the deck here:
I love all the colors, but as far as gameplay go, the one I tend to play the least is red. But for some reason, I often end up loving the mono-red commander decks I built, and this one maybe more than all others to this point.
Let me present you the latest of my decks I absolutely adore, Jaxis, ergo the Fair Mirror Breaker. Sheās here to kick teeth and bring home a lot of value. As it turns out, teeth sell for a surprising amount.
Sheās the star of the show, the deck is built around her, though if sheās absent the deck feature a few assistants that can do a decent impression. From her old mentor Kiki-Jiki, to his fabled cousin and of course Delina, the exchange student from another Multiverse. Jaxis might not look as good as Kiki-Jiki, and she isnāt, she wonāt win you the game instantly with a combo (she can mind you, it just takes one more piece and is not included in this deck). Her ability has THREE more restrictions, you need to discard, pay mana and can only use it at sorcery speed. With that said, sheās also MUCH less scary and much more likely to stick around for a turn or two and not make yourself the archenemy until youāre ready to handle it.
With that said, whenever you activate her, you get the full value out of a creature. You get its enter the battlefield abilities, its attack abilities, its damage, and finally, its death triggers, which means Jaxis has access to an incredible range of creatures to do pretty much everything she wants, and youāll be attacking while doing it and progressing the game towards an end.
She can ramp you, though this is probably her least used mode, this deck has a heavy top end. Thereās plenty of mana rocks and a few creatures to ramp you or make treasures for you. The deck generally can make use of as much mana as you can throw at it, and youāll often find yourself counting your mana every turn towards the end of a game to see what abilities you can use, in what order, and how many times. The most noticeable absence here are Dockside Extortionist and maybe Sol Ring, but I just donāt play those for the sake of people I play with.
She can draw you cards. Her own discard is not really one, itās a rummage because the copy is Blitzed and will draw you a card on death. This inherently will allow you to filter through your deck, but beyond that it also means any way to copy the ability will actively generate card advantage, and many creatures in the deck will draw you an extra card or more when they enter or die. In practice, this deck tends to have between 0 and 3 cards cards in hand at all time, but keep chugging and drawing as many cards as it plays anyway.
She can remove threats, and not just by removing their players. A Red deck will, of course, mostly have damage based removal for creatures and artifact destruction, but some colorless help allows us to answer even problematic enchantments. The deck could probably use a bit more land destruction, but people get cranky at repeatable land destruction for some reason. And you get to play Flametongue Kavu!
And finally, she can win you the game, generally by attacking people in the face with giant creatures while ALSO blasting them for damage repeatedly. Thereās no fancy combos or anything, but a couple Terror of the Peaks or Phyrexian Triniforms tends to close games pretty quick.
All the while doing artifact shenanigans as well because weāre in red and we need them. Shoutouts to Goblin Engineer being an MVP in the deck, finding us boots for haste and protection, Sundial of the Infinite to keep our tokens around, Cursed Mirror to loop with the Engineer to get extra value out of everything, Skullclamp to keep a hand full with out blitzed tokens for one more mana, or simply dumping a Phyrexian Triniform into our graveyard to Encore when itās getting late and the game needs to end.
If you want a deck that generates a lot of value in non-traditional colors all the while progressing the game, I encourage you to give her a try! And thereās plenty more creatures that didnāt fit in the deck, the cuts were grueling and itās fairly easy to make the deck under a much tighter budget. The core of the deck can be made to fit in $50 or less if someone wanted to, I just happened to have a lot of the pieces already.
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Welcome to Oops: All Chandras. I say that not just because sheās the most dominant character in this field, but also because some of them are pretty good and also because there was that one core set that had 3 of them for some reason.
There are others. Love me a good Sarkhan every now and then. But there are a lot of Chandras.
Chandra Nalaar
O.G. Chandra used to have a home as basically the only Red card that was at all reasonable and also able to kill off the incredibly dominant 6/6 Titans. Itās just kind of a shame that her +1 is so utterly nothing for a 5-mana walker, and her -X is very expensive my todayās standards. I canāt really recommend this card for anything except its utterly ludicrous JP-exclusive Duel Decks art. Itās so fucking anime.
Ā Chandra Ablaze
Oh. Hi again, Steve Argyle. Fortunately, you wonāt have to stare at this for long, because this card is extremely dogshit- a +1 that requires you to have a spare spell that you donāt care about on turn 6, and an incredibly medium -2 that doesnāt make up for it. Even if youāre running a Madness package (and I have in the past), those decks are typically very aggressive, so youāre not going to want a 6-mana do nothing in there. Justā¦donāt bother.
Ā Koth of the Hammer
I like K.O.T.H, but he kind of only has one ability. I donāt know how many cubes are running a slow mono-red deck, which is the only one that would theoretically care about the -2, but even in those decks he doesnāt protect himself at all. Unlike your average Nissa, Kothās animation of Mountains only lasts on your turn (and it also doesnāt get Haste, which can be a mild issue occasionally if you track things wrong), so itās a purely offensive ability. Itās far from the worst card you could run in a red aggro deckā¦but red 4s are getting pretty spicy at this point, you know? Heās still too expensive for budget cubes as well, which is kinda a shame.
Ā Chandra, the Firebrand
While sheās cheap and very splashable, this is another Chandra that just doesnāt do enough. This is not coming from the fact that I have a (mild, semi-serious) grudge against this card- if youāre big 4 mana play is pinging off an X/1 or doing 1 to face, youāre probably either doing very well already or not well at all. The -2 isnāt bad, but youāre very unlikely to be able to use it the turn you play her, and the ultimate is just not going to happen any reasonable amount of the time. There are a lot of 4-mana walkers in this section, and so you can do better than Chandra #3.
Ā Tibalt, the Fiend-Blooded
If you want to run this card, you probably already are. Heās pure meme, and basically unplayable outside of that (or one of those āonly terrible cardsā cubes). Did it really have to discard at random? They could have made it Discard->Draw, thatās both more Red and also less awful.
Ā Chandra, Pyromaster
I think Iām actually a bit higher on this card than a lot of people are, but itās mostly because in more powerful cubes sheās kind of been outclassed. Sheās playable in both aggressive decks with the surprisingly potent +1, and in slower decks just as an Outpost Siege with potential versatility. The ultimate is kind of medium (and slow to reach), but sheās a solid enough package that Iām honestly not too fussed.
Sheās also below 1 dollar USA at the moment, and for a while was basically the best budget Red planeswalker we had. I really have a soft spot for this one- I personally run it, and while I could probably be doing better, I just like her.
Ā Sarkhan, the Dragonspeaker
This is the other budget walker that comes from not long after I started playing Magic and therefore I have a soft spot for and still run in my red section. Bit of a long qualifier, but you know. I sold one of these for like 40 bucks once, and now heās less than 1.
Sarkhan here is secretly a creature. Thereās kind of no way around it. Unfortunately, he kind of just does that effect worse than Glorybringer at this point, but he does have the benefit of dodging a lot more removal at the cost of not doing everything at once like that dragon does. Heās kind of like a variant on the standard walker as well- instead of draw a card/protect yourself/win the game, itās 4 to face/protect yourself/weird inevitability for aggro. Itās an aggressive card, which is awkward at 5, butā¦I canāt help it, I still just like the card. Blame nostalgia. I bet most people have cards they still run from their early days of Magic, even if theyāre a bit mid- granted, like half my cube is those pet cards, but stillā¦
Ā Daretti, Scrap Savant
Another of the more relevant Planeswalker Commanders, though itās very much an archetype card. If youāre playing a Welder-style deck in the cube, then this is a great addition to it- itās a bit more expensive than Welder/Engineer/Trash for Treasure, but heās also got more options and the potential to keep the value flowing in a longer game- not to mention being much cheaper monetarily than those cards. It is somewhat awkward that the best cards for those decks are a fair chunk more pricey than the budget I think this card really thrives in, but you can go a really long way with Myr Battlesphere, Meteor Golem, and their friends.
Ā Chandra, Flamecaller
I keep being surprised at how cheap a lot of these cards are- though this one was in a recent commander precon. While her mana cost keeps her out of most decks, Chandra has incredible versatility due to being able to use all 3 of her abilities at all times, and each of them is pretty good. The +1 is a solid win condition, the 0 is an awkward but solid draw effect, and the -X is a decent clear for medium to small creatures.
I think this card has kind of been overshadowed by a different 6 mana Chandra, but sheās still really solid. She can come in on anything short of a sizable creature, and both stop you from losing and end the game in a single package. I really recommend this card, frankly!
Ā Chandra, Torch of Defiance
This one is not a budget option really, though itās obviously very good. I think this is largely still considered the best red planeswalker, andā¦itās hard not to agree. Chandra the Mind Sculptor has abilities that are relevant in every deck, versatility and inevitability, card advantage, removal, and acceleration. Sheās also got gorgeous art, which helps a lot.
I canāt fault people for running this card like I sometimes do with obviously good (and expensive) cardboard. Itās got that rare combination of powerful and interesting that itās just so hard to get right, and itās managed to keep pace with 5 years of power creep. Hard to argue with.
Ā Jaya Ballard
ā¦ehhhhhgh. We finally see Jaya again after so long, and this is what we got. Sheās cheap, at least, but you get what you pay for on this one.
RRR is annoying for non-mono decks to hit, and mono-red doesnāt care about this card. The first ability is needle-specific, and kind of helps protect her but only if you already have a spell in hand to cast. The other one is weak and really could have benefited from just āplus oneā at the end. Sheās just so underpowered, folks.
Ā Rowan Kenrith
The best part about Rowan is that she could potentially tutor for a much better card! Two of her abilities donāt fucking do anything, and her -2 is weaker than effects you could get for half her mana cost! I genuinely donāt think you should be ever running this card unless youāre in a Battlebond Set Cube or a low powered commander cube, and in those Will is going to be so dominant that Iām not sure how good an idea that is. Sheās so weak, I cut her from a Commander deck that is specifically built around effects like hers.
Ā Sarkhan, Fireblood
You kind of need to have a bunch of Dragons in the Cube to care about this guyā¦but if you do, heās actually not too bad for midrangey builds? A fair few of Redās better high drops are already Dragons, so the adjustment wouldnāt be that hard- get yourself some classics like Stormbreath Dragon, Thundermaw Hellkite, or newer hotness like Skarrgan Hellkite and Obsidian Charmaw and you kind of have a storm brewing.
Unfortunately, if you donāt have Dragons running around, or the deck just doesnāt come together, Sarkhan here is not particularly useful. Heās going to underperform, but thatās kind of okay. More specific walkers like this often donāt work in Cubes, but Iām interested to see if this one could potentially pay off.
Ā Chandra, Fire Artisan
This is kind of the biggest reason we might be moving on from Pyromaster as a budget potion. While sheās less versatile, sheās also very inevitable- because unless they exile/destroy her flat out, sheās getting 5 damage in. And yet⦠I just kind of like her less? You just kind of donāt care about her static ability in most slower decks, and in those ones, the +1 of Pyromaster could often be relevant. As such, Fire Artisan is a much more specific cardā¦and thereby, one that might have less of a home. Looking at some numbers, sheās in like 100 more cubesā¦but sheās also got a lower ELOā¦am I the hot take speaker of truth on this one? Run Pyromaster, get results?
Ā Jaya, Venerated Firemage
Despite being pretty mediocre, this is also probably the best Jaya for Cube (including the creature), and thatās kind of sad. Even in Peasant/Low powered cubes, 5 mana for two Shocks and aā¦fine? Static ability? Isnāt doing enough. On the other hand, you donāt get a lot of good Red 5s if you arenāt playing rares, so maybe. But I canāt say Iād be one to slam this in.
Ā Tibalt, Rakish Instigator
Tibbers manages to be an improvement both on his former self and on his Red Uncommon Walker Counterparts, but itās kind of on a technicality. From listening to podcasts about this- Tibalt is the only ācanāt gain lifeā effect at uncommon or lower (aside from the 1-turn effect of Skullcrack), which is something those cubes kind of really want for mono-red, as without as many Wrath effects, white decks have to fight aggro on the board and with lifegain/lifelink effects. And his devil producing abilities are decent enough- having played a fair bit of SOI and WAR limited, those buggers are much more annoying than they look. So sure! Canāt say I like him if you have rares or money, but he seems solid enough. Red 3-drops suffered from being dogshit for a long time, and while rares now get all the Rabblemaster variants, uncommons still feel that lack.
Ā Sarkhan, the Masterless
I love what this card potentially adds to a cube. Never mind the static ability, Sarkhanās +1 affects each Planeswalker you control, meaning that he makes a heavy-walker control deck much more viable now that you arenāt relying on slow value grinding to end the game. Oops! Everyoneās a Gideon now! (keep in mind he doesnāt give anyone haste, though)
Heās also pretty much good enough on his own. 5 mana for a 4/4 flyer obviously isnāt great, but heās at least protected from small creatures when you do activate that (and you should, he canāt attack T1), and then next turn youāre swinging for 8 in the air- not to mention you can go ahead and make more either via -/+/- or -/+/+/- patterns. I genuinely really like this card- heās not the most powerful on the planet, but heās one of those cards that gets your draftersā gears turning and potentially leads to some super sick deck builds.
Ā Chandra, Novice Pyromancer
Wait what the hell, this uncommon Planeswalker has 3 loyalty abilities, fuckās going on here? Oh also in case you were thinking about Jaya, never mind this is one cheaper and more versatile with the same loyalty and cost to Shock things.
Obviously, this card is pretty weak. The +1 is more effective than youād think, owing to the number of elementals in the game, but itās still mostly just there to bump her loyalty up. Andd sheās not going to make any waves outside of Peasant when, like, every other 4-drop Chandra exists. But I think sheās definitely good enough for really low powered cubes, and gives them a ārealā planeswalker to work with.
Ā Chandra, Acolyte of Flame
So her first ability is basically a blank +1 most of the time, but thatās perfectly okay here. 3-mana Chandra here is a weirdo Snapcaster variant, but in mono-red, and proooobably the best effect like this the colour gets. She doesnāt do nothing when you donāt have spells in the bin, but itās not much either, so the -2 is kind of what weāre here for.
And itās quite solid even with that! While using it T1 is unlikely, youāre probably going to have something to use with this most of the time, be it a burn spell or a cantrip or something similar (due to not needing to cast the spell immediately, Iāve seen people target counterspells to force combos through (Edit: No I havenāt, that was Mission Briefing, you canāt do that)) and 3 mana this sort of value is kind of just good. She gets better the stronger your Cube is, funnily enough, as the potency and consistency of her flashback effect gets better. She doesnāt look super powerful, but I think thatās kind of deceptive, and I like the card overall quite a bit.
Ā Chandra, Awakened Inferno
The third Chandra of the set (excluding the Planeswalker deck one), and the headline card of theā¦second Chandra-themed core set? I started with M14, they canāt pull the wool over my eyes. This card is really hard to deal with, between uncounterable status and massive loyalty, and unlike Flamecaller she can deal with large creatures or a board of smaller ones. And she doesnāt quite kill as quickly as Flamecaller (I think, I havenāt run the numbers), she doesnāt have to worry about getting blocked and she keeps burning them even if they do find a way to deal with her. Sheāsā¦yeah, sheās real good. Excellent versatile option for red/X control decks, which are often something I like to have around.
Only semi-related, but remember Obsidian Fireheart and its sicknasty āthe land continues to burnā reminder text? Iāve always thought of Chandraās +2 as āthe man continues to burnā.
Ā Lukka, Coppercoat Outcast
This card is super unique, basically being the only playable Polymorph effect (though Iāll be testing Fireflux Squad), and in a colour that can seriously take advantage of it with all the tokens itāll have running around. The +1 is a bit weaker, but it should on average draw you a card, and itās not too long to get to the (admittedly win-more) ultimate.
Heāsā¦heās here for the -2. Itās not hard to have a spare 1/1 token running about, and turning that into a random creature in your deck (or a 1-drop into a better creature in your deck) is a powerful effect that can be used post-combat to kind of protect him and could even do some silly combo things. Heās cheap, heās interesting, heās in my good books. Apparently he sucks in the story, though.
Ā Chandra, Heart of Fire
I feel like Acolyte of Flame and Awakened Inferno were a tough act to follow, but Heart of Fire is still rock-solid. Ability one is awkward, but if youāre low on cards then it is kind of a draw 3. And if you do have cards in hand, well, ability two is also a +1, so youāre still ticking steadily upwards. Not to mention, 2 damage on a + effect is good- unlike your usual ping effects, this deals with so many more real creatures on the board and is a much more effective clock on face or on other walkers. 5 mana isnāt ideal for some of the decks that could really abuse this, but itās more than good enough to make it worth it in my eyes. Iām running this card, and Iāve liked it so far- maybe not in your proper Unpowered lists, because sheās fairly generic (and those still have all the other ones), but a card that reads and looks great. Except the borderless art, it looks way worse to me.
Ā Jeska, Thrice Reborn
I did a bit of talking about Tevesh Szat, but Jeska is quite literally a blank in a non-commander cube. I guess you could errata her, but if youāre doing that, then youāre already committed to putting her in, so my comments wonāt matter. Put her in Commander Cube, otherwise no.
Ā Zariel, Archduke of Avernus
Iā¦donāt really like this one. Iāve sung the praises of 1/1 devil tokens before, and to be fair there kind of isnāt another proper token-producing Red Planeswalker outside of Sarkhan the Masterless- but theyāre not really enough to protect it. The +1 does really not a lot, and while the ultimate is pretty quick itās also a lot weaker than it looks (you only untap one creature!). I donāt think I can recommend this card right now- maybe if it drops a lot in price, butt at the moment itās still almost 4 bucks and kind of just a stinker.
Itās a very conservative design. I donāt really have an issue with that- Magicās Power Creep is getting up there at this point in my eyes. But it means Zariel is neither powerful nor interesting.Ā
Sarkhan, Wanderer to Shiv
If you can make it through the effort of tracking that first +1 and getting Shivan Dragons for the other one, then this is probably kind of alright? Itās got removal, it draws cards (albeit kind of bad ones), and the problematic +1 is bad but at least synergises with the other one. So itās probably pretty alright, though it is competing in a really powerful slot.
This final card is also a real interesting example of knob-tweaking that might be useful for cube designers- for the unaware, when this card was first released, its second ability was a 0 instead of a +1, and since itās a digital-only card they were able to buff it a little to try and encourage people to play it in Historic. While this is obviously not a thing most builders can do, itās relevant for things like Custom-Card cubes, as well as an overall example of how you can adjust some of your sections to affect an overall Cube experience. You might not be able to rewrite your cardboard, but you can, as an example, switch out an Abrade for a different Lightning Strike variant to make artifacts or artifact-themed decks a little stronger overall.
Or, substitute your Chandra, Heart of Fire for a Lukka, Coppercoat Outcast to encourage token decks and give medium red something extra to do. Red walkers kind of have a reputation for just being boring and doing damage (and, to be fair, literally 4 of them donāt have the word damage on them somewhere), but thereās a lot of subtle variety you can insert with creative design, and a lot more things for them to do than there might initially appear.
Next week: Green, and since they canāt seem to make a Green Planeswalker popular, we actually get more than one character doing everything.
A former deck rises from the ashes to take on new life. Ashling endeavours to u...
A former deck rises from the ashes to take on new life.Ā
Ashling endeavors to use her abilities for both good and ill as I control the board and put out lots of artifacts. A lot of fun and not like most other mono-red decks.
Red does some amazing work burning things to the ground. Unfortunately, most of them donāt scale well in EDH. Either theyāre too underpowered or you end up paying way too much for X. That doesnāt mean we canāt take care of business though.
Puffer Extract - $0.21
This serves dual purpose. It can pump your own creature to get in those last few points of damage, especially Commander damage. You can also use it on one of your opponents creatures for 1 to just kill it. Better yet, you pump an opponents blockers when theyāre attacked by another opponent and you get 2 creatures dead for 1 activation.
Aftershock - $0.20
This card is pretty versatile. Unfortunately, Red canāt really deal with Enchantments. It can handle that Maze of Ith thatās keeping your Voltron strategy down or the creature or artifact that is causing you the most misery save indestructible ones.
Burn from Within - $0.34
Although this is an X spell, it has a certain caveat that makes it shine. It can get rid of indestructible creatures. You can either sink the mana into it to just outright kill it. Second option is you can play this Main Phase 2 to finish of an indestructible blocker. Lastly, you could also just pay 1 for X just to remove indestructible to open that creature up for a board wipe or another opponentās kill spell.
Capricious Efreet - $0.30
This little hellion is a load of fun. You can end up destroying your own permanent, but thatās only a 1 in 3 chance and thereās ways around it: indestructible, regeneration, an opponentās creature that you made commit treason. Worst case scenario, you target it as your permanent and you lose it.
Lux Cannon - $4.16
Iām a big fan of this card because itās not limited to type, itās reusable, and it can go in any deck. It can also be a political piece because people might focus on it and ignore your other threats.
Tyrant of Discord - $0.42
This beast may be random, but it can take out a hefty chunk of someoneās board before it hits a land. It also gets around indestructible since the permanent is sacrificed. If youāre really cruel, you wipe at least that opponentās lands and then play this. That person will probably just scoop at that point.
Unstable Obelisk - $0.23
Like Iāve said before, this card is just so versatile. Mana when you need it, a kill spell when you donāt.
Wild Swing - $0.20
While this is another random kill spell, it doesnāt have any negative caveats like target your own thing or something can stop it. All you do is pick the top three threats on the board and see which on is now pushing up daisies.
Red can do some brutal killing, but thereās always some chaos to it. One way or another, fire will eventually burn through your opponentsā defenses. Just watch the world burn and...
Victory shall be yours.
--- Jake M, @apok-the-combomancerā
All cards are priced according to Magiccards.info mid price on the date it was written. These prices are subject to change.
If you have questions, comments or concerns, please head on over to our commentary blog to discuss it.
The deck I've been climbing the Arena Standard ladder with this month, with success. People are prepared for the fast red decks, but not as much for the slow red decks!
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Prowess is still a deck that can pull up some results in modern but I think people prefer the expensive and flashy MH2 cards. Anyways, Mengu went 5-0, 10-0 with something of an accessible deck.
Anyway, hereās my casual mono-red decklist. Lemme know how it works out for you.
Dashy Goblins
Creatures (20)
3x Screamreach Brawler
2x Lightning Berserker
3x Warbringer
3x Vaultbreaker
2x Zurgo Bellstriker
2x Kolaghan Forerunners
2x Thunderbreak Regent
2x Shockmaw Dragon
Instant (9)
4x Lightning Bolt
3x Dragonrage
Sorcery (3)
3x Craterās Claws
Enchantment (8)
4x Break Through The Line
4x Outpost Siege
Land (21)
21x Mountain
Overall Goals
The goal of this deck is to Dash in with cheap creatures while using Break Through The Line to make them unblockable. Later-game, Outpost Siege takes advantage of Dash to deal extra damage. Lightning Bolt and Craterās Claws are the main non-creature damage of the deck, and Dragonrage produces extra mana off your attacks. The Dragons are there to deal with fliers, and for damage with evasion.
Simple.
The only lands are mountains, as thatās the only mana youāll need, and it needs to enter untapped for speed purposes.
Conclusion
Iāve found this to be a fun and semi-competitive casual deck to run, and it wonāt break the bank, either. It wonāt always win, but itās satisfying when it does.
I hope, if you choose to run this list, that you get some enjoyment out of it.
And please, this is only a rough guide. I encourage you to change it up, mix things up, splash other colors, and make it your own!