Magic: The Gathering Arena

Magic: The Gathering Arena

How to counter mono red which deal 15+ damages first 3 turns ?
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?
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Showing 1-15 of 31 comments
Malvastor Oct 14, 2023 @ 2:57pm 
What cards did they use?
Andrei Oct 14, 2023 @ 3:02pm 
Going first is always a good strategy against mone red.
Nubbles Oct 14, 2023 @ 3:21pm 
As mono green, pick fynn as your commander, give em 10 poison counters before they give you 20 damage. The deathtouch creatures help aswell, use some spells for giving hexproof, some spell that force creatures to fight or let your deathtouch creatures do damage to theirs. I'm testing fynn in some friendly brawls and he keeps up with ragavan, so that's probably the fastest and most troublesome mono red that you have a good chance against with him. I don't play 5 color goodstuff, so can't help with that.
Berserkr Oct 14, 2023 @ 4:39pm 
Originally posted by Ulfric Sombrage:
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?
And if you would have survived and turned the game around they would have been blowing themselves up because they blew their wad, maybe post your deck here that you lost with if it's one you play often
Winter Wolf Oct 14, 2023 @ 4:41pm 
5c has a wonderful card that rdw hates: Herd Migration which works very nicely with Leyline Binding, Courier's Briefcase is a nice chump blocker provider while helping you ramp to 5c goodness. Just a couple of ideas.
Brasileiro Oct 14, 2023 @ 6:31pm 
Originally posted by Ulfric Sombrage:
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?

What was red playing? Goblins?
magnumaniac Oct 14, 2023 @ 6:42pm 
Lifegain is Mono Red's worst nightmare, so Obstinate Baloth and Azusa's Many Journeys are good uncommons, along with the aforementioned rare Herd Migration.

As Mono Green you should be ramping and getting bigger bodies than them soon anyway. Red aggro going first with a good draw (kumano, Swiftspear, Rage and a couple of burn spells) is still probably going to win against most decks anyway - but they run out of gas quickly.
The Fifth Horseman Oct 15, 2023 @ 4:28am 
Originally posted by Ulfric Sombrage:
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?
I play Mono Red often, largely because it's going to be fast whether I win or lose. 15 damage on turn 3 is an absurd amount and doesn't really happen unless they both get optimal cards and you don't answer their cards.
Ramp to get your big stuff out faster. Lifegain to keep yourself alive. Some toughness 3 or bigger creatures to tank. Azusa's Many Journeys does all three of these for just 2 mana
Soji Oct 15, 2023 @ 5:35am 
The trick is getting to turn 4 against rdw because typically you can resolve some spell to stabilize. That's not to say sometimes you dont just die on turn 4, especially when they went first and you never got to play your 4th land, but thems the breaks. Its called red deck wins for a reason. Think of matchups in terms of best of 3 instead of individual matches because thats typically where red suffers is winning games 2 and 3 once sideboards are in play.
Harmonica Oct 15, 2023 @ 2:39pm 
Play big butt creatures to slow their attacks or force 2 for 1s (they must pump or use removal after you block). Fight in response to removal for 2 for 1 saving your creature. Cheap deathtouchers to guarantee trading in early turns.

Trade aggressively because they run out of gas quickly and after that a single fatty can hold the board for multiple turns.

Then play some five or six drop that also gains you life or generates token blockers or something and they're done. Abilities that let you sac blockers for lifegain or card draw also let you value them out.

4C is in a hard spot because generally they're a toolbox deck that can handle specific threats but not all in strategies like mono red, but maybe you try to get some one sided sweepers, which is generally anything that gives -2/-2 and you're hopefully playing 3+ toughness creatures.

Other than that sometimes you are always going to be an underdog against RDW with a good draw, that's the point of that deck.
Last edited by Harmonica; Oct 15, 2023 @ 2:41pm
Winter Wolf Oct 15, 2023 @ 3:09pm 
Originally posted by Harmonica:
4C is in a hard spot because generally they're a toolbox deck that can handle specific threats but not all in strategies like mono red,
Perhaps you're thinking a specific meta deck? Most tool box decks I've built (my favorite archetype) try to balance between mana ramp and stopping aggro lethal.
Vantal Oct 15, 2023 @ 6:09pm 
Originally posted by Ulfric Sombrage:
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?

I mostly just concede when going against red decks, getting wrecked by siege weapons you can't even touch is just not fun.
Nubbles Oct 16, 2023 @ 4:03am 
Originally posted by The Fifth Horseman:
Originally posted by Ulfric Sombrage:
Seriously ? Except playing a full control deck I mean. As a mono green or a 5 colors, what to do ?
15 damage on turn 3 is an absurd amount and doesn't really happen unless they both get optimal cards and you don't answer their cards.
First and second games of the day: turn 1 cacophony scamp, opponent plays tap land, turn 2 monstrous rage on the scamp, hit for 4 damage, opponent plays another tapland, turn 3 antagonize on the scamp, hit for 6 damage, burn together target the opponent for another 6 damage, scamp dies for another 6 damage, 18 damage on turn 3, 22 damage total.

All these cards are red and you could theoretically play this in a mono red deck. It happens. But when I do this it's okay, because I did it with jund. It's not a mono red deck, I promise. Can't hate on me for playing a no skill mono red deck. There's callous sell-sword, questing druid and picnic ruiner in there and I got some painlands so sometimes I play the green and black parts of the cards. It's jund, honestly.
1. That is optimal card draw.
2. You're expecting the opponent to do nothing because he's wasting his turns playing taplands.
3. Your entire gameplan can be ruined by a single spot removal spell at or under 2 CMC.
Nubbles Oct 16, 2023 @ 8:40am 
Originally posted by The Fifth Horseman:
1. That is optimal card draw.
2. You're expecting the opponent to do nothing because he's wasting his turns playing taplands.
3. Your entire gameplan can be ruined by a single spot removal spell at or under 2 CMC.

I just won vs faeries in 3 turns... turn 1 I did nothing, opponent plays discard enchantment, I throw away a land. My turn 2 I play picnic ruiner, opponent plays a faery. Turn 3, I play monstrous rage, attack, opponent doesnt block, play another monstrous rage and fling with the callous sell-sword. There's really multiple ways to kill in 3 turns. But again, it's jund, so that makes it fine to play. It's not mono red. But it'd be possible in mono red.
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Date Posted: Oct 14, 2023 @ 2:40pm
Posts: 31