Aug 3, 2017

MonoRed Conflagration


Edited: Aug 3, 2017

Welcome to MonoRed Conflagration. It's Windy's deck, but with only 33% of the colours. Conflagration is a pseudo-combo deck that can win on Turn 4, more often wins on Turn 5, and has enough wraths and burn spells to hopefully weather the storm if it has to go longer to find its pieces.


Compared to the Temur version, MonoRed Conflagration has a few strengths and weaknesses.


  • More consistent and less painful mana base

  • Harder for opponent to interact with since it doesn't rely on creature or planeswalkers for ramp

  • Able to run wraths mainboard

  • Far more likely to go off Turn 4

  • Less disruptive card filtering


  • Less robust sideboard plan

  • Weaker card filtering

  • Less likely to actually get its sideboard plan when it needs it

  • While both decks have a roughly equal chance to miss the Turn 5 kill, MonoRed is more likely to continue to brick past that point due to lacking tutors and hard card draw

The center piece of the deck. Able to ignore lifegain and fogs alike, it quickly puts our opponent into Shock range. While resolving it generally means the game is won, the hefty cost means it's rare that you'll have enough mana to blank any Mana Leak effects.


Once you've resolved Planar Conflagration, these are your finishers. Temur Conflagration runs Scorch (sorcery speed Lightning Bolt) to allow it to remove larger creatures, but I prefer more instant speed finishers, to help in the mirror and/or to counteract any instant speed lifegain my opponent may have. You only really need one in hand when you resolve Conflagration (unless you're expecting them to have an answer you need to react to), so feel free to throw duplicates at your opponent's creatures to help buy you some time.




The all important ramp spells. The key part here is being able to grant two mana, even if only for a single turn. Thus letting us go from three mana to five mana to eight mana, even if we miss a land drop along the way. Iron Signet, while unable to tap for a wrath or burn spell when you play it, is still a four of due to it enabling the Turn 4 kill.

A simple wrath, to help keep us from dying before we're able to pull off Planar Conflagration. The variable mana cost means that against tokens and goblins and other decks with a lot of 1-toughness creatures, it's easier to cast a mana rock while still wiping their board in the same turn.


These are the ways we have to dig for our win conditions. Since most of our mana rocks are three mana, Manic Illusionist can be dropped on Turn 2 without interrupting the pacing of our combo. The double discard and double draw is fantastic for filtering through our deck to find that one card we need to fit everything together. Edge of the World, similarly, helps us dig without needing to take a turn off of assembling the combo, since it slots right into our land drop for any turn. Edge of the World is actually a large part of why I prefer MonoRed Conflagration over the Temur version; it gives me room to fit four copies of a utility land like this without worrying about an unstable mana base.



4x Planar Conflagration (4RRR; sorcery; each opponents life total = 2, your life total = 4)

4x Searing Script (R; instant; 2 damage to creature or player; 2RR to inscribe on creature so it casts for free whenever that creature attacks)

4x Melting Point (R; instant; 2 damage to creature or player)


4x Shal'Draen's Rage (R; instant; 1 damage to each creature; kicker 1R for 3 damage instead)

4x Manic Illusionist (1R; 0/2 creature; tap to discard two, if you do draw two)


4x Coalition Relic (3; artifact; tap for one of any colour; tap for one of any color at your next precombat main phase)

4x Iron Signet (2; artifact; tap for C; sac for one of any colour)

3x Sigil of Destruction (3; artifact; tap for B or R; tap sac for BR)

3x Sigil of Savagery (3; artifact; tap for R or G; tap sac for RG)


4x Magmatic Torrent (UR shockfetch)

4x Edge of the World (etb each player draws a card; tap for each player to get C)

4x Sunlit Highland (RW shockfetch)

4x Wayfarer's Shrine (pay 1 life and sac to fetch a basic)

10x Mountain (mountain)


4x Tenacious Guide (R/GR/G; 2/2 creature; can't be countered; R/G to make a spell can't be countered)

4x Enforce the Cycle (2G; instant; destroy artifact or enchantment; exile two cards from graves that share a type, if you do draw a card)

1x Flourishing Crevasse (mountain forest; enters tapped unless you control a matching basic)

1x Forest (forest)

3x Fatal Edict (2B; instant; each player sacs a creature; exile two cards from graves that share a type, if you do draw a card)

1x Lavatorn Fields (swamp mountain; enters tapped unless you control a matching basic)

1x Swamp (swamp)

To be brought in against decks with counterspells. Will generally slow down your combo by a turn or two to ensure you have enough to mana to cast Planar Conflagration and a finisher while also being able to protect it, but generally against control decks you have a few extra turns to work with anyway.


Enforce the Cycle gets rid of potentially dangerous artifacts and enchantments, while Fatal Edict deals with stuff too big for your wraths. Both have purge, letting them replaced themselves (there's rarely a matchup where you won't be able to exile at the very least some lands), while also giving you a way to bring in graveyard hate.


New Posts
  • monger
    Jul 11, 2018

    Combo 4 Pinnacle of Vigor 4 Seeker of New Horizons Outlet 2 Feed to the Pigs 1 Slightly Mad Tutors 4 Sentinel of Latter Days 4 Poisoned Well 3 Grim Tutor 3 Deceitful Tutor 1 Ancient Ossuary 2 Ethereal Spellmaster 2 Unburied Relics Dig 3 Wheat from Chaff Protection 2 Dispel 1 Wash Away Bouncelands 4 Lonely Morass 4 Unexplored Ruins Lands 1 Murmuring Falls 2 Mysterious Cataract 2 Grim Bastion 3 Shifting Glade 2 Nomad's Township 4 Forest 1 Island 1 Swamp Vigor + Seeker = infinite land plays TODO: tutor diagram, doublecheck tutors, doublecheck landbase, nongoldfish test (lul)
  • Cajun
    Jan 8, 2018

    The Payloads (4) 1x Eternity Witch 1x Kai'Jun, the Annihilator 1x Liguno, Who Transcends All 1x The Infinite The Removal (13) 1x Echoing Sunder 2x Antithesis 2x One//Done 2x Shadow Sky 3x Refractors Gaze 3x Soul Leak The Tutors (6) 2x Tharyen's Machinations 4x Skull of the World The Carrionpult (1) 1x Carrionpult The Rest (11) 1x Echoing Determination 3x Publicly Disgraced//Kept Under Watch 3x Read the Bones 4x Council's Will The Lands (25) 5x Plains 5x Swamp 1x Forest 3x Wayfarer's Shrine 2x Amber Hills 2x Grim Bastion 1x Heart of the Glade 4x Gloomcover Steppe 2x Fungal Mire The Sideboard (15) 4x Seal the Tomb [Counters the mirror... er Holy Grixis] 2x Aether Snap [Tokens and Superfriends, beware] 2x Despise [For when we need to narrow our Council'ss] 3x Duress 2x Revoke [For when something absolutely has to die forever] 2x Antithesis [Hardcounter to our mortal enemy, tokens] Background A while back Xoltan and it's draft matters nonsense made it into MSEM. Most of the draft-matters cards were narrow or dead in Constructed. And then, there was Eternity Witch, "5WW - You lose the game." While it's a terrible spell, it's a great gift! Fateweaving 's 11 mana combo isn't even good enough for janktown, but then along came Carrionpult (ain't Ophorio great) and Oops All Life was born. The Strategy Our goal is a Carrionpult on the field and a Witch in the graveyard, which is actually rather difficult to pull off. The deck's real star is Skull of the World , allowing us to swing 1 of each. Typically we'll activate the Skull on their eot, fetch the Witch, then discard it on our turn to fetch the Carrionpult for the win. The Infinite or Into Strange Territories (cut from the GPD list) can help us reach that 9 mana turn easier. The deck grabs a few toolbox answers that we can grab with Skull to cover our butts, and all else fails, just beat face with Liguno and Kai'Jun, who survive the wraths. The deck needs some more tuning between the tutors, ramp, and removal, and doesn't have much of a backup plan, but when it works... Oops, All Life!
  • Cajun
    Oct 22, 2017

    Creatures (14) 4x Aleud Beastmaster 4x Duskwood Vanguard 2x Red Silk Dancer 4x Surging Kalak Spells (23) 4x Ranger's Guile 4x Fierce Instinct 4x Groundswell 4x Brute Force 3x Infuse Vitality 4x Roggar's Frenzy Lands (23) 10x Forest 5x Mountain 4x Flourishing Crevasse 4x Wayfarer's Shrine Sideboard 3x Guardian's Resolve 4x Tenacious Guide 2x Weapon Smash 3x Echoing Sunder 3x Flex ( Red Silk Dancer, Guardian's Resolve, Brothers in Arms, Technique of Hao'Tai ) Problem, officer? RG Infect aka Feed the Troll is a deck that tries to race the slower and grindier decks of the format by unloading enough power to potentially win the game on turn three. The key point of the deck is Duskwood Vanguard , an unassuming 0/1 Elf which on a perfect hand can swing for 12 on T2 or 18 on T3 thanks to Wayfarer's Shrine and Groundswell. Your mission is simple, land a creature as soon as possible, aim it at the opponent, then fill it full of pump spells and Kalak triggers until they stop twitching. Most decks object this this though, so we've got some extra firepower for them: Ranger's Guile and Guardian's Resolve shutdown all those pesky removal spells, with Ranger's Guile giving them an extra damage (or four) for their trouble, and Guardian's Resolve letting us scry and weather wraths. Roggar's Frenzy is enough of a reason to splash red, letting us punch extra damage, kill Clutch of the Coil, churn out tokens for any late games we find ourselves in, and just generally being a card you're happy to draw at any point in the game. Style points for using it to Frenzy your own Surging Kalak. Red Silk Dancer and Technique of Hao'Tai are our best options for tokens, making sure all those pesky things to run underfoot while providing a body or a crazy Kalak trigger spell in other matches. Tenacious Guide stops counterspells. Eats a lot of removal though. Weapon Smash and Echoing Sunder are our main weapons against artifact and enchantment based decks that prevent us from winning early. Brothers in Arms is just hilarious with Surging Kalak. This is mostly a fun-of card but is good for busting creature stalemates such as buttfighting. Room for Improvement The deck really wants a Gladecover Scout or a sturdy flier, and I'm really considering Swiftfoot Elk and even Winged Envoy for the slot, which would unfortunately means losing Roggar's or splashing two colors, although Duskwood Vanguard would love the fetches. On the flip side, Brute Force is fairly inefficient, and Giant Growth would be better here if we get it. And while the inspiration for the deck, Surging Kalak is really not pulling its weight. Dropping it and some lands for some more 1 and 2 drop creatures, perhaps Interan Soothsayer , may prove the better strategy for quick, decisive wins.

Join us on Discord