套牌来自 Frank Karsten 发布在 CFB 的攻略文章,我选取了 Tips and Tricks 与换备建议的部分进行翻译,其他部分(单卡选择)会是英文原文放在后面Tips and Tricks纯红快攻已经存在很久了,众所周知出第二个阿那克斯可以造4个1/1衍生物,一脚踩下解自己的生物可以“反击”掉对手的一脚踩下。所以接下来我要分享的都是关于赞迪卡再起的新牌炎刃冲锋鬼也是战士,如果卡加凶汉让对手的生物变成懦夫,也就无法阻挡炎刃冲锋鬼面对热恋野兽时,可以给对手的1/1美女 +2+0(岩圈骑士),让热恋野兽踢不出来
单卡选择4 Fervent Champion, 4 Akoum Hellhound, 2 Fireblade Charger – I believe that 10 one drops is the bare minimum for Mono Red Aggro, at least in game one. The deck relies on winning quickly and has no late game staying power, so it's important that we can consistently start with a one-drop on turn one. I ran 10 one drops in Pioneer, I had been running 10 in Standard, and I strongly recommend not to fall below that number. I'd love to play more in fact, but the one drops we have access to in the current Standard are medium to say the least.Akoum Hellhound is great on turn one and Fervent Champion works well in multiples, but they require your game plan to go right. The alternative one drops are even worse. Weaselback Redcap is too low-impact and, while Wayward Guide-Beast was surprisingly good in land-light draws with Akoum Hellhound, not being able to attack early was a major downside. Fireblade Charger is what I eventually settled on for my ninth and tenth one drops after experiencing the joy of boosting its power with Rimrock Knight combined with Torbran, Thane of Red Fell.4 Robber of the Rich, 3 Kargan Intimidator, 2 Rimrock Knight – If you see Rimrock Knight as half creature and half pump spell, then we have approximately eight two-drops. Combined with Bonecrusher Giant for a relevant turn two play against creature decks, I believe this is perfect for the mana curve. Robber of the Rich is the best two drop in game one, even if it often gets boarded out on the draw against decks with three toughness creatures. With four Robber of the Rich and two Rimrock Knights locked in, I had to decide between more Rimrock Knights or Kargan Intimidators for my remaining two drops. To settle this, I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, finding that the average win rate of decks with any number of Kargan Intimidators was higher than the average win rate of decks with any number of Rimrock Knights. Thus, I filled up my remaining two-drop slots with Kargan Intimidators.4 Bonecrusher Giant, 4 Anax, Hardened in the Forge, 1 Phoenix of Ash – In my view, eight three drops is good for the curve and Bonecrusher Giant and Anax, Hardened in the Forge are too good not to play as four-ofs. However, a ninth three drop isn't terrible, and in long games against Dimir Rogues where they do a lot of milling, the difference between having one or zero escape cards in your deck can be huge. That's how I settled on one Phoenix of Ash in the main deck, while a second Phoenix of Ash would make the curve a bit too top-heavy.3 Torbran, Thane of Red Fell, 4 Embercleave – These are the big finishers. I believe that seven of them combined, at least for game one, strikes a good balance between having one in most games and not drawing multiple big finishers too often. This number worked well for me in Standard Mono Red before the rotation, and I see no reason to deviate from it.No Shock, Roil Eruption, or Fire Prophecy – Here's the first big difference between my list and the average Mono Red Aggro deck: I play zero dedicated burn spells. In my view, Mono Red Aggro in the current Standard is not a burn deck; it's an Embercleave deck. Since burn spells don't contribute towards the plan of casting Embercleave as quickly as possible. Sure, they have a role to play in the grindier post-sideboard games against creature decks, but they don't belong in the main deck, especially since they're terrible against control decks. The data confirms this: when I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, I found that all of these burn spells were associated with below-average win rates. This strengthened my confidence to play none of them.4 Shatterskull Smashing, 4 Castle Embereth, 1 Spikefield Hazard, 16 Mountains – I believe that most Standard Mono Red Aggro decks play too few lands. I play 25, including MDFCs, and I have two more lands in my sideboard. This might seem like a lot, but the deck has natural flood insurance with Robber of the Rich and Castle Embereth, and we really want to hit our first four land drops for a smooth curve-out. Moreover, we need high land counts for Akoum Hellhound.Before the rotation, I used to play 23 lands without Light Up the Stage but with Runaway Steam-Kin and 20 regular lands plus five MDFCs comes close to that in practice. It's still a little low when we're on the play, which is one of the reasons why I have a Mountain in my sideboard.In terms of the distribution of lands, Castle Embereth and Shatterskull Smashing are relatively free four-ofs because there are more than enough Mountains to satisfy the Castle, and you generally don't care about your own life total. Spikefield Hazard is a fine MDFC that kills Edgewall Innkeeper, Brushfire Elemental and Thieves' Guild Enforcer, but we never want to draw multiples because that might make curving out difficult. When I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, I found that decks with a single Spikefield Hazard had higher win rates than decks with zero, two, three or four copies, so that's how I settled on the singleton.