This primer is a work in progress. Please post or PM me with anything you'd like to see added.This Primer has been very much a shared labor, with credit due a number of red mages. First and foremost, props go to zemanjaski as the developer of what has come to be known as PyroRed. Yarpus originally posted a primer concept, then freedom created the distinct thread that became the Primer proper. Now Helios is taking the helm to maintain the Primer, but in truth the concept and this discussion belong to all the red mages who take up PyroRed and go forth to burn out the uninitiated.
Introduction
Pyro Red was created by Zemanjaski, and refined early-on by LP,
freedom, and others. The deck’s primary aim was utilization of Chandra, Pyromaster, one of the most powerful card-advantage engines red has ever seen. Chandra has the good fortune of residing in the same format as Young Pyromancer (aka YP$), another raw card-advantage engine which can quickly take over a game. Currently, Zemanjaski is piloting the mono Red version to great success, while magicdownunder is spearheading development of the Walter White version.
Why play Pyro?
Yarpus: "you play control, except you deal damage"
Unlike many red decks, Pyro Red does not rely solely on the Philosophy of Fire and virtual card-advantage, because it has 3 sources of raw CA- Chandra, YP$, and Chandra’s Phoenix. This gives the deck additional angles of attack which allow the player to shift strategies during the course of the game. Flexibility is the name of the game; Pyro Red
is not “Turn Dudes Sideways.dec,” but a deck built on powerful synergies that reward forethought and skilled play.
This deck is for you if you:
- Prefer synergy to power.
- Want access to a nut draw without sacrificing late-game potential.
- Enjoy long games.
- Like to think.
This deck is not for you if you:
- Want to play cards with immediate impact.
- Prefer playing haymakers to Chandra’s Phoenix
- Want an all-in deck.
- Don’t like to think.
For those who don’t like this particular flavor but still want to play red, here are some other excellent builds to sample:
Rakis (viewtopic.php?f=101&t=1511), which has received lots of love and hard work by Nuwen, windstrider, photodyer, Fate, and Valdarith.
Devotion Red (viewtopic.php?f=108&t=1673),
with excellent contributions from Khaospawn, LP, dpaine, warwizard87 and JS.
Gruul Ragehammer (viewtopic.php?f=38&t=1607), maintained tirelessly by Fate
Big Boros (viewtopic.php?f=108&t=1725), championed by Johnny_Spike, NerdBoyWonder, and dpaine.
*If you feel that you have made a significant contribution to the above decks and I have left your name out by accident, or that your flavor of red should be featured here, please accept my apologies and shoot me a PM so we can fix that.
Decklists
additions from Helios and Yarpus):
One Drops:
Rakdos Cackler: A very good early beater. For the very aggressive decks, Cackler is basically a mandatory inclusion. Do be aware that the inability to block can be a liability against faster aggro decks - your sideboarding plans might need to involve a way to side him out. 99% of the time he is a 2/2 who cannot block, but think through your plays - against other aggressive decks, he can buy the time you need for Chandra to take over the game.
Firedrinker Satyr: Jackal Pup 2.0! Another 2 power 1 drop ensures that Mono Red aggro has life for another season. The pump ability can be very relevant, either allowing you to trade up for a more expensive creature or push through a little extra damage here and there over the course of the game - not at all irrelevant in a deck where you need to eke out every last piece of value. His pump ability allows you to get
damage in without over committing to the board. Firedinker does work getting over Caryatid.
~ What’s the play? Opening hands with Firedrinker & Cackler ~
* coming soon
Two Drops:
Ash Zealot: Very likely the best red 2 drop ever, before YP$ came along. Easily playable if just for the haste and first strike. First strike is big game here- in conjunction with burn, you can swing through or block x/4s and x/5s with impunity. In conjunction with 1-drops, Ashley puts the pressure on and doesn’t let up. Do be aware that her RR casting cost means you need to be more conservative with your mana base. This means making changes to accommodate her, because this is a lady you cannot possibly live without.
Young Pyromancer: The fabled red 2 drop, at last. YP$ is one of the cornerstones of the deck- he provides both real and virtual card advantage. You opponent swings in the Firefist Striker, Burning-Tree, and a one-drop.
You shock the Burning-Tree, block the Striker, with your shiny new token, and boom, you’ve 2-for-1’d your opponent. Desecration Demon? No problem. Kalonian Tusker? Shock and block. Your also capable of generating field presence against control without having to overcommit to the board.
Three Drops:
[card]Chandra's Phoenix[/card]: A returning favourite, Phoenix isn't the most impressive beater, but it does have some great stuff going for it. Haste is very relevant, as is the recursion ability. Evasion in the form of flying is very relevant in a format increasingly defined by creature combat. Phoenix is particularly good at increasing the resilience of your deck against wraths. It provides a source of inevitability to increase the deck’s long game against other aggro decks, as well as decks packing 1-for-1 removal. Doom Blade becomes much less appealing when the creature it’s going to kill will just return with a vengeance.
Four Drops[/b:
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Fanatic of Mogis: A great card in a heavy devotion deck, Fanatic of Mogis is frequently a Lava Axe on legs, which is no laughing matter. The card does require heavy deck building concessions to power it up however.
Burn, Baby
Shock: There isn't much to say. Shock is an underpowered card that you don't play because it isn't good, unless it is, then it is great. What does that mean? Well, Shock is only a 2 damage spell, which is very slightly underpowered for Constructed play ~ so it does not warrant consideration unless there are a lot of relevant small creatures in the format. Shock starts to get much better when you include other synergistic cards in your deck, such as: Chandra, Pyromaster; Ash Zealot, Chandra's Phoenix or Young Pyromancer.
Lightning Strike: While terrible in any other deck, this sort of effect is the bread and butter of a red aggressive deck. When you
need to top deck a win, this is the card you always want to be drawing. Play the full four.
Magma Jet: New in M14, Magma Jet is probably the best shock variant ever (just kidding, that's Lightning Bolt). Basically, Scry 2 is very powerful, helping smooth your draws and find the cards you need to win. Bottoming two lands which would have been dead draws is absurdly powerful, as is ensuring that you draw a key removal spell a turn earlier, or finding your fourth land drop. A terrific spell that really rewards a prepared and thoughtful red mage.
Skull Crack: One of a handful of anti-lifegain cards we were given in GTC. Becomes more attractive with more lifegain in the format.
Mizzium Mortars: While Mizzium Mortars is receiving a lot of rave reviews, do remember it is often a slow Flame Slash. Whether the card make the sideboard will depend entirely on what the critical number is in the format - are most
creatures x/3 or smaller? If there are a lot of x/4s running around (such as Loxodon Smiter, Restoration Angel) then Mizzium Mortars will be worth some sideboard slots. Right now, with GW and UW being so popular, Mortars is very likely a solid maindeck choice.
Flames of the Firebrand: This seasons Arc Lightning, Arc Trail, Forked Bolt. Probably worth a couple copies in the maindeck and maybe a few more in the board. What you expect to face will largely inform how many copies you are after, and what the correct split is between main and board.
Utility
Chandra, Pyromaster: Finally, the great red planeswalker! Please see the attached article on Chandra, Pyromaster for full discussion.
Hammer of Purphoros: Easily the best red card in Theros, when the hammer hits the battlefield, it is most certainly hammertime. The haste ability powers up all of your subsequent plays (and has an
especially powerful interaction with Mutavault), but the real power comes from the ability to turn excess lands into creatures ~ very powerful 3/3 haste creatures. This puts a red deck in a novel position; a position where any land, any creature or any spell are good draws. A very powerful card against any control deck.
Mutavault: Arguably the second best manland ever printed (second only to [card]Mishra's Factory[/card]), Mutavault will substantially increase a red deck's threat density and resilience. A great enabler for battalion, also great at making your deck more able to play around sweepers. It does require some deck building concessions however (making it very difficult to play Boros Reckoner for example).
The Leading Ladies: Ashley & Emily