Who else should write up the mono-red primer but me?
Well, I guess your probably thinking that mono-red is such a no brainer that it doesn't need a primer... Well, the fact is anyone can play a RDW deck and win a lot, but skill and good deck building will you win even more. Disclaimer: My decks are built for best-of-1. I rarely play best-of-3 and usually don't bother with sideboards, so take my opinions with that in mind.
So I'll start by posting my favourite build of RDW:
4
Ghitu Lavarunner (DAR) 127
20
Mountain (RIX) 195
4
Fanatical Firebrand (RIX) 101
4
Shock (M19) 156
4
Lightning Strike (M19) 152
3
Runaway Steam-Kin (GRN) 115
4
Viashino Pyromancer (M19) 166
4
Goblin Chainwhirler (DAR) 129
4
Risk Factor (GRN) 113
4
Wizard's Lightning (DAR) 152
3
The Flame of Keld (DAR) 123
2
Rigging Runner (XLN) 157
RDW basically builds itself in the current meta. My only non-obvious choice is Rigging Runner, which hasn't been getting the love it deserves. While it's impact in this deck isn't huge, it does give an extra 2 1-drops and can survive a chainwhirler or block lifelinkers without opp gaining life (although they're your last choice for playing on T1, you should always play them if you have no other play).
The other choice that is less typical is Flame of keld over experimental frenzy. Why? Frenzy is a 4-drop and with 20 lands, your not likely to get there T4 most games. Flame of keld on the other hand is a card that lets me just start dumping my hand and throwing burn at the face with abandon, with minimal risk and a pretty big pay-off. Risk Factor is at it it's best in this kind of deck, because it can really force your opponent have to choose between a bad and much worse option. Finally, the reason for only 3 steam-kins is two-fold, firstly I only have 3 and secondly they're a HUGE removal magnet. 80% of the time they will just die next turn, if they don't, your opponent is probably in a big jam. Playing an obvious kill card can slow you down and we don't want to cram the 2-drop slot.
So the curve is:
1cc - 14
2cc - 14
4cc - 12
So that's perfect for a 20 land deck. Any hand with 2 lands is usually good to go, as are some 1 lands (mull hands with multiple flames of keld).
How to play this version:
First up, there is the question of who is control and who is the beat-down. You have to learn how to tell to be a really good red mage. This point is especially important in the mirror match. My win-rate against mono-red is 66% atm. I can safely say this build is good in the mirror, but you always have to keep in mind that chainwhirler is going to show up. These decks have a lot of 1 toughness creatures and that's where the card advantage is. It'll make or break your games.
Most games are a basically a race to do 20 damage before your opponent can even get started, so being aggro is usually the way to go. If you find your playing against anything slow and controlish, keep up the pressure and start burning the face, risk factor and flame of keld are there to keep drawing the gas. Playing against aggro is mostly about who is on the play and who is on the draw. Use chainwhirlers to clear pesky 1/1s, but killing llanowars is usually a priority. Clear blockers with your burn to chip away at their life totals and always try to keep the damage coming. The deck has lots and lots of burn to draw into for those last few points of damage, to getting life totals to below 10 is a priority and will force opponents into making bad choices.
Another thing to keep in mind is that this deck likes to take risks, it's kind of red's theme and something I really enjoy about the deck. It's built for a blitz so keeping up pressure is usually a good strategy.
On the other spectrum of the mono-red decks is Big Red.
I've played big Red quite a bit, but I find it has a ba match-up agaist the all so popular golgari decks (they can out grind you and out value you in a long game).
Here's my build:
2
Shivan Fire (DAR) 142
24
Mountain (RIX) 195
3
Lightning Strike (M19) 152
4
Goblin Chainwhirler (DAR) 129
2
Fight with Fire (DAR) 119
4
Rekindling Phoenix (RIX) 111
1
Demanding Dragon (M19) 135
2
Siege-Gang Commander (DAR) 143
3
Banefire (M19) 130
4
Treasure Map (XLN) 250
3
Karn, Scion of Urza (DAR) 1
2
Shock (M19) 156
3
Lava Coil (GRN) 108
2
Legion Warboss (GRN) 109
1
Star of Extinction (XLN) 161
There are plenty of ways to build Big Red. The main idea and what I like about the deck is that it likes to flood. Most wins come from big uncounterable banefires to the face. Treasure Maps are huge in this deck, because they will smooth out your draws and provide a big ramp boost to play your big spells under curve or leave up mana for an emergency. Karn is solid with the maps too and provides a diversification of threats and extra card advantage. Chainwhirler is also fundamental to survive early aggro and provide a fantastic blocker and a decent threat.
To be continued...