Red Strategy

I’m still new to Red, but I’ve found the most success with accumulating 20 base damage over time. Had one game where I went in on Fire for burn spells and nova’d for double digit base damage in one turn to close out. My last game in XCAFS I went for Blood attrition and won by consistently hitting damage in, including one turn of heavy base damage after clearing the board.

I’m trying to remember if I ever went Tech 3 Anarchy for a win, but that’s commonly cited as a strategy for Red if they can’t attrition fast enough.

I’ll see if I can dig up links to said games later today.

This one, I messed up plenty of opportunity for damage, but lots of trickle. [XCAFS18] CarpeGuitarrem MonoRed vs Dreamfire [Discipline]/Feral/Necro

Turn 5 burndown, apparently not double digits, only 9 damage direct burn to finish things off. [CAMS18] CarpeGuitarrem Monored vs. codexnewb [Future]/Peace/Balance - #9 by codexnewb

Crashbarrows are pretty sweet, since they tend to go 2-for-1. I played with Shoddy Glider a bit in one game, and it seems like it might be better at pushing damage or killing priority targets when against a dude-swarm deck.

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