UBC Mono-red Beatdown Deck
Main Deck:
4 Goblin Lackey
4 Goblin Patrol
2 Goblin Welder
4 Goblin Raider
4 Molten Hydra
4 Ghitu Slinger
4 Keldon Champion
4 Reckless Abandon
4 Parch
4 Arc Lightning
4 Ghitu Encampment
18 Mountain
Sideboard:
4 Scald
4 Keldon Vandal
2 Rack and Ruin
3 Masticore
2 Steam Blast
A new season of Pro Tour Qualifiers is upon us, so it's time to start investigating Urza's Block
Constructed Decks. A lot has changed since Pro Tour: New Jersey, when Blue/Red Wildfire deck
won the day. Many decks have been significantly weakened. The Wildfire decks lost Tolarian
Academy and Voltaic Key, which makes them slower and far less consistent. In addition, a whole
new set has been released, Urza's Destiny. This set adds a great deal to the mix. It provides us
with the popular artifacts Masticore and Powder Keg, which have already taken a prominent role in
the Standard environment. In addition, it greatly strengthens blue and red. Blue gets Thieving
Magpie, a creature reminiscent of Ophidian, and Treachery. Red gets greater damage dealing
potential with Reckless Abandon and Keldon Champion.
Naturally, when any new format comes around, the first thing I do is try to build a mono-red
beatdown deck. Keeping the mana curve in mind, I took a look at the creatures in various casting
costs. There are very few one casting cost red creatures to choose from: Goblin Lackey, Goblin
Patrol, Goblin Cadets, and Goblin Welder. Because of the limited card pool, I expect a large
number of creature decks, so Goblin Cadets are right out. That leaves the Lackey, Patrol, and
Welder, all of which have their merits. Since I expect fewer Tinker/Artifact decks with post-PTNJ
bannings, I decided to maximize Goblin Lackeys and Patrols instead of the Welder.
The two casting cost slot presents us with more options. Molten Hydra is a definite for the deck. It
acts much like Fireslinger does in Standard mono-red beatdown decks, serving as both board
control and beatdown. For two red and a colorless you can put a counter on the Hydra, making it a
bigger beatdown against decks with no creatures in play or giving it the ability to break through an
annoying creature stalemate. In addition, those counters can be removed from the Hydra to deal
damage to another creature. Aside from the Molten Hydra, we have room for additional two casting
cost creatures and this choice in unclear. Goblin Raider, Goblin Masons, and Pygmy Pyrosaur are
all viable options. Because of the presence of Goblin Lackey in the deck, I've decided to use a
goblin. Due to the large amount of removal that deals with one toughness creatures such as
Engineered Plague, Sicken, and Shower of Sparks, I prefer the Goblin Raider. In the end, mono-red
beatdown decks are designed to do 20 damage as fast as possible and the Goblin Raider has a
greater chance of living to deal damage to the opponent.
As for more expensive creatures, I've decided to use Ghitu Slingers and Keldon Champions. The
Ghitu Slingers are simply amazing, providing both removal and additional beatdown to the deck.
The Keldon Champions, combined with early beatdown and red burn, can help the deck go over the
top and finish off the opponent. Its tempting to use Avalanche Riders or Viashino Cutthroats
instead, but with the banning of the ultrapowerful mana producers like Tolarian Academy and
Gaea's Cradle, land destruction seems less necessary, and the Viashino Cutthroat may end up
dealing no damage to the opponent if he or she has a chump blocker or protection from red
creature.
Its also tempting to get tricky with the burn spells, using Flame Jet, Scent of Cinder, Lava Axe or
Landslide. In environments with limited card pools, there tends to be more creature based decks
than in environments with many sets, like Extended. For this reason, its important that your burn
spells also do damage to creatures, not just the opponent. Otherwise, you may find yourself
holding that Lava Axe as your opponent beats you in the head with Pouncing Jaguars. Scent of
Cinder also seems powerful in an all red deck, but it doesn't fit well with the beatdown theme.
Beatdown decks are designed to get creatures into play as fast as possible, as creatures are the
most efficient ways of damaging the opponent. Following this strategy will leave you with very few
red spells in hand (hopefully), making Scent of Cinder weak and unreliable. I decided to include the
most straightforward burn spells in the deck, Parch, Reckless Abandon, and Arc Lightning. All
three of these spells have already proven to be effective in the Standard environment, so they
should be good enough for our Urza's Block deck.
Finally, I've sketched out a rough sideboard for the deck. I expect to see a great deal of monoblue
in the environment, so Scald is a must. If the red deck plays first and gets a second turn Scald, it
makes it very hard for a blue deck to win. Scald is even good in the mid- and late game if the blue
deck is forced to tap out or runs out of counters, as it prevents the blue deck from getting the most
use out of its kill card, Morphling. The other sideboard cards are more a matter of taste. Its
important to have artifact destruction, as artifact-based Wildfire decks will surely be present in the
environment. There are plenty of viable options, Viashino Heretic, Keldon Vandals, Scrap, Rack
and Ruin, and Meltdown. Find a combination of these cards that you feel comfortable with and
you'll be fine. In addition, its a good idea to have a sideboard against other beatdown decks.
Masticore and Steam Blast are both fine spells in the mirror match or against an aggressive
monogreen deck.
Give this deck a try when you are playtesting for the upcoming round of qualifiers. Even if it isn't
your style and you aren't likely to play it, its a good idea to play against it and see how you fare.
Good luck.
David Price
King of Beatdown
dep6@ix.netcom.com
article taken from the Dojo
undefined
undefined