Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Two things stop aggro decks: life gain, and high toughness creatures. You can play a Devoid/Ingest deck around Vile Aggregates because a 1/5 is pretty hard to get rid of for them on a fair trade.
I can't recommend you any deck, but can suggest several tactics and cards. For example radiant flames(even Boiling earth against tokens decks) can clear board in most cases. Languish is turn later so you probably need to have ability to regain life, and avoid to be burned to death. If you play against enchant aggro decks(call of the full moon, Infectious Bloodlust, or various white enchants), you can easily get advantage in cards, killing creatures while beign enchanted, or using spells like reprisal, or maybe making opponent to sacrifice creature with flashbag marauder, or Celestial Flare. Other way is to use bouncing spells, like Clutch fo currents, or even better Disperse so you can trade one card for 2 or 3 opponents cards... Hydrolash can buy you a turn, for bigger mass removal.
Already mentioned Jaddi Ofshoot, can help you staying alive, but than you need the better way to deal with opponent, big creatures that can block, or kill opponent really fast(like Plated Crusher).
Another way to fight aggro is to stop opponent atacks, for example good way to do that is already mentioned Perilious Myr. Knight of the White Orchard is also great against aggro, if you support it with enchantment you are pretty safe... So you can use creatures with firststrike or deathtouch to prevent attacks. You can also use token creation spells so you can chump block for few turns, and buy time till you build battlefield state. Tokens combined with for example Retreat to Hagra are deadly, or with evolutionary leap will allow you to keep card advantage and you can faster find right creatures to cast...
So there is no one way to deal with all aggro decks, and it is good that way. If there is a easy way to win all aggro, than that archtype would not worth playing...
This is part where sideboard would do what it is meant, so when you playing game against aggro deck, you can sideboard and choose cards that will better suit that exact matchup...
But seriously, yeah... RDW can be a pain... Just remember, RDW has a glaring weakness (B/R does too, but compensates a bit)... they run out of steam quickly... If RDW hasn't won by T6... it probably is going to most likely...
Efficiency, walls, draw, and removal are your friends.
Chump blockers like Visionary Elves buy some time as well.
Putting a creature back on their library is very effective against someone using Infectious Bloodlust.
If you can stall them long enough for the white board sweep, that usually shuts them down.
They will have your life down, so I sometimes play with the sorcery that makes a land a 4/4 and gives all your creatures lifelink for 1 turn. This brings you back out of the deathzone.
My three decks and how they deal with fast red.
1. Green Black sacrificial - my sacrificial creatures usually slow them down and cause trades. I run two Languishs.
2. White, Green, Blue, Red Converge - 5 bounce spells, 2 Radiant flames, 2 white board sweep, cheep green card draw creatures, reprisal (for the creature they boosted) and one lifelink spell to stabilize. I can lose to them, but most often I don't.
3. Mono-red Speed. If you can't beat them, join them. Twinbolt and the other instant damage spell is key in the mirror match.
if your playing a multi colored ramp deck splash blue and black along with the green so that you can me more assured of your colors and be able to afford to slap down some cehap blockers and life gainers so if your focus is beating those kinds of decks here is your list
black blue green:
possesed scabs
murasa
pilgramage
gatecreeper
pilgrims eye
natural connection
renewal
zendikirs roil
languish
misama
throw in some cancel and bounce
throw in 2 eldrazi:
ulamog and sower (sower gets you more land ulamog well your gonna have the mana so why not)
you can add a retreat to kazandu and retreat to hagra for more life most burn decks will not even worry about larger creatures so kazandu will be even more helpful for your blockers hagra will gain you life while pecking at theirs.
i actually run a blue black green bounce/drazi deck with 3 white lands and blighted step for additional life gain tried adding defiant bloodlord but only two of him makes that strategie highly unlikly to happen except ina b/w lifegain deck wehre your gaining life alot anyways.
you could consider adding murk lurker and tainted remedy as a fun F U combo (they attack you give lifelink they loos as much life as they take from you) and under ten hp the ai usually wont attack if its creature has lifelink while that ench is out esp if you can block.(might try adding those...)
Also check out the comments for reasonable adjustments.
Radiant Flames
Languish
Splash full sets of these cards wherever you can (miasma max is 3, radiant flames max is 3, languish max is 2) and after sweeping the board 2 or 3 times mono red will usually be out of fuel. Child of night gets overlooked by a lot of people but if you're running black she can be a great chump block and gain you some precious life to keep you out of your opponents kill zone with direct damage red spells.
With most games I win in under 7 turns and several in 4 turns,
Winning in 4 turns is damn hard to stop