Today’s deck features one of my favorite color combinations. Blue and Red, to me, are like a timeless classic, much like chocolate and peanut butter, or milk and cookies. Most of the time when I am playing a blue red deck, I’m on some kind of combo deck, like Splinter Twin or Storm. I was also a huge fan of Magnivore control, Izzet Tron, CounterBurn and in Pauper, blue red Delver. I think the best part about blue red decks is the consistency with which they operate. You get the best card drawing in blue. You get outstanding tempo plays in cards like Unsummon or Remand. Red delivers incredible creatures for cheap and the best direct damage in the game. Heck, even the best dragon in the game is in blue and red as Niv Mizzet, the Firemind can be an awesome finisher, or a great combo enabler.
While today’s deck is a Blue Red deck, it is much more like a Blue Green deck, if one is to recall Miracle Grow, a quirky ten land beatdown deck designed by Hall of Famer Alan Comer in the early days of Magic. Miracle Grow, based on Quirion Dryad, used a bunch of cheap, or in this case, free spells to grow and protect the Dryad. A few attack steps is all you needed to finish off your opponent with a giant 1G monster that was not Tarmogoyf. Land Grant, which fetched a land for you, allowing you to cast your spells is free. Force of Will, Daze, Foil and Gush were all real Magic cards! Alan also used a Merfolk subtheme to go along with the Dryad, and this deck, while missing out on free spells, does have cheap cantrips and great damage, and switches the Merfolk subtheme for Wizards!
With this 20 land beatdown deck, we are trying to take advantage of the Prowess mechanic, which 8 creatures in the deck have. Spellweaver Eternal has Afflict as well as prowess, which can hurt either way. You either take two damage to block it, or watch in horror as that two damage becomes much more after blockers are declared and it slithers through. Soul-Scar Mage can get prowess triggers while also shrinking down giant monsters to a more manageable size thanks to it’s Wither like ability. Adeliz, the Cinder Wind has an ability that is like prowess, but it only triggers off of instants and sorceries, whereas prowess does for non creature spells. With 20 lands and 18 creatures in the deck, the remaining 22 cards should be popping off like fireworks on the Fourth of July. Siren Stormtamer can protect our important creatures by sacrificing itself, and Ghitu Lavarunner is kind of the worst of the bunch, but what should be a 2/2 with haste for one red mana is not the worst deal!
The spells in the deck can be grouped up by what they do. We have spells that cantrip, or draw us a card, and spells that deal damage, or disrupt the opponent. For a blue mana, Opt draws a card and lets us scry 1, which smooths our draw out at instant speed. Warlord’s Fury is a neat sorcery that gives our team First Strike, which makes combat a bit harder for our opponent, and also draws a card. Shock deals 2 damage for one mana, Lightning Strike deals three damage for two mana, and Wizard’s Lightning deals three damage for three mana, but really it deals three for one mana, because we should be casting it with a Wizard in play often! The final spell of the deck fits in the disruption category but does not deal damage. The Reduce side of Reduce to Rubble is a run of the mill Mana Leak style spell, taxing your opponent, and if they can’t pay it, countering it. The Rubble side acts as an Exhaustion style spell, keeping three lands from untapping which can really mess up an opponent’s plans!
This deck is pretty cheap on MTGO as well, totaling about 62 tickets for the full deck. It’s a lot of fun, really fast, and really consistent so give it a whirl!
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