A friend of mine has been working on a Mono Red Burn deck and I have to say, I'm pretty impressed with it. I know that red burn doesn't seem to be the most exciting thing, but red is my favorite color. In addition, I think it would be a great deck to play - if I can get it to a competitive level - solely because so many Type 1 matches are decided by play mistakes. I mean that, this deck would be good to play because its hard to make a lot of play mistakes with a mono red burn deck.
This is the list that I have for now. It's not great, but I feel like I'm up against a wall. I just don't know what to do with the deck. The main problem is that you usually crap out when the other guy's at less than 6 life.
Mana Base
4 Bloodstained Mire
8 Mountain
1 Mana Crypt
1 Mox Sapphire
1 Black Lotus
1 Sol Ring
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Mox Emerald
Creatures
4 Genju of the Spires
4 Jackal Pup
Burn
4 Lava Spike
4 Chain Lightning
4 Lightning Bolt
4 Magma Jet
3 Shrapnel Blast
2 Price of Progress
Tempo
4 Tangle Wire
Recurring Damage
3 Ankh of Mishra
2 Sulfuric Vortex
2 Spellshock
As of now, I'm just not sure what to do with the deck. I feel like it could be better as it only needs to do about 5 more damage a game, but I don't know where to get it. It needs some better recurring damage.
Some cards I've been thinking about:
Sirocco - While it's a pretty unheard of card, it can easily win games if it resolves on turn 1 or turn 2. Almost every deck out there gets hurt by this card, but the problem is, I don't feel like it can be played maindeck, simply because the deck cannot afford to have any dead cards against any decks.
Cursed Scroll - The most famous RDW card. I don't know if it belongs in this deck, but it's great recurring damage. It's been played in almost every other RDW, so maybe it belongs in this deck.
Grim Lavamancer - He's great for recurring damage, but he never seems to seal the deal. On the other hand, he is very good in the deck because you are constantly throwing Lightning Bolts etc. in your graveyard. The main problem is that you would probably need to run a couple more fetchlands to ensure a thick graveyard, but you end up taking 5 damage from a fetchland when Ankh is in play.
Like I said, this may or may not be a viable deck, but I feel that it could be with the correct build. Any ideas?