I rode the El Loco 3.0 build all the way to rank 40, so I guess its as finished as its going to get. I believe the haste Kaladesh brought to mono-red makes it an overall better deck and even more dangerous than the previous iterations, so beware when your opponent drops a T1 mountain!
El Loco Rdw aggro 3.0
Description
Kaladesh update for the deck, with energy replacing most of the madness.
Creature(22)
2x
Bomat Courier3x
Insolent Neonate 2x
Goblin Glory Chaser 3x
Thriving Grubs 2x
Abbot of Keral Keep 2x
Lathnu Hellion 3x
Brazen Scourge 2x
Hanweir Garrison 2x
Impetuous Devils 1x
Bedlam Reveler Instant(10)
4x
Titan's Strength 2x
Harnessed Lightning 4x
Fiery Temper Sorcery(4)
2x
Exquisite Firecraft 2x
Collective Defiance Planeswalker(1)
1x
Chandra, Torch of Defiance Artifact(2)
2x
Smuggler's Copter Land(21)
3x
Looming Spires 15x
Mountain 2x
Hanweir Battlements 1x
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https://www.magicduelshelper.com/deckli ... a96018d85c Created using Magic Duels Helper:
http://www.magicduelshelper.com Card-by Card Analysis:
Bomat Courier.
Red wanted a hasty 1-drop and got this, which is even better. Only real issue is the face down exile, because you never really know whats under there, but don't be afraid to sac it if it has more cards under it than you have in hand. You should try to keep that 1 red mana open, just in case. But since its an on-attack trigger, you can can attack to get another card off it and sac if its going to die. Its nice to see opponents having to waste removal on a 1/1 to avoid letting you get massive card advantage and if you fiery temper in hand to discard... its all good.
Insolent NeonateThe neonate is still a work horse in this deck. The Bomat courier "stole" a slot from the neonates, but the deck could benefit from the 4th one. Having 1 drops in your opening hand is usually a good sign, especially with titan's strength. They actually work well with the bomats, because in case of a sweeper, sac the neonate then sac the bomat in response and you get an extra card off a card your were going to discard anyway. Menace is very relevant to get a few points of damage through and discarding a temper to neonate is a good play, if you need to kill something asap at a lower cost and netting a card.
Goblin Glory ChaserThe Old-school 1-drop. Its still good and got slightly better with the copters and hanweir battlements. Whenever you have multiple 1-drops in your opening hand, this should be your first play, because you get the most value when it can hit while your opponent is still dropping tap-lands. Giving it haste with battlements gets some sneaky renown triggers. When it can't really do much because of blockers, its a good choice to pilot the copters.
Thriving GrubsNow this is a card that over-performed. It looks pretty meh at first glance, but in fact it is a 3/2 for 2cmc (which is nothing to scoff at) or a 2/1 that lets lathnu hit another turn. If you happen to have spare energy (like when lathnu gets killed by instant speed removal, leftovers for harnessed lightning, etc...), it just keeps growing becoming a real threat by itself. It has been a good replacement for makindi sliderunners, because although they lack trample, are more consistently 3/2s.
Abbot of Keral KeepThe card advantage of Abbot is undeniable. That's why I play them, the prowess is very secondary. When you really need burn or even another land, Abbot can get you a little bit closer to finding it and provide a body that can be a threat in itself. Its often not a great T2 play, so you should really only play it when you have a slow hand and lack threats. Its a good card to keep around in your hand to play when you start running out of cards and have 4/5 lands in play.
Lathnu HellionI was skeptical. I'm convinced now. The hellion can well be 2 firecrafts for 3cmc. There are very few 2-3 or even 4 drops that can trade or block with it, and letting it hit face takes a big slice out of your life. Using removal on it also feels bad, because you know its gonna die by itself soon enough. That's why dropping some grubs after hitting with lathnu is such a good play, you can keep it around for another hit, which is always painful for your opponent.
Brazen ScourgeLathnu's younger brother is also strong. If lathnu is 2x firecraft, Scourge is unlimited fiery tempers. A 3/3 hasty body on T3 just wrecks T2 abbot and is a considerable body to keep providing damage and forcing your opponent to chump or risk getting into burn range. The haste is also great for eliminating pesky PWs (Lillys for example) that keep on showing up, but I keep on finding that with mono-red you should forget walkers and always hit face, because they dilute your damage and give your opponent too much breathing room.
Hanweir GarrisonIt sounds impossible, but garrison actually got better this season. How? The other threats got better, so chances are your opponent has already had to use his removal already, so when garrison drops, he's usually in a hard place. And garrison really should be the last 3-drop you play for that reason and also because sweepers happen. Garrison is awesome to give you a board presence after a sweeper and just flood your opponent with too many tokens. Another curious fact is that I've melded it a lot more in this deck, just because it lives longer and you usually throw the hasty 3-drops first, so when it does hit, you often have enough land to go hasty and meld next turn (if you also have battlements out).
Impetuous DevilsI said before that it is better than a vehicle and I maintain my opinion. Why? Its removal, that does some extra damage and also removes a key blocker from an alpha-strike. Its the kind of card that can really swing games. Like when your opponent drops avancyn and feels pretty smug that he can start to control the board and even flip her from a chump block to get a sweeper effect. The devils swing in, kill avacyn, do 2 damage to face and stop her from blocking your other threats. Its really good against anything with vigilance really, abbots, etc... Only down side is first strike, you really gotta burn those or wait til they get tapped, but white aggro is getting played less and less (due to getting almost nothing from kaladesh), so that hasn't been an issue.
Bedlam RevelerThis deck is not just about beatdown, its got some great ways to avoid running out of cards and getting solid card advantage. Reveler is just that. There are enough instants and sorceries to easily cast it for 4 or less and when in those moments that both players are in top-decking mode and you drop this, you get all sorts of rage-quits (even when you only draw crap). The body in considerable, that 4 toughness lets it resist the copter removal (although it does just die most of the time, because any removal your opponent has been saving he will use on him asap) but even if he bites the bullet, you just got 3 extra cards. Prowess is gravy.
Titan's StrengthThis is the best card in the deck. 3 extra damage is gravy. Its all about the fixing. This lets you keep 2 lander hands with minimum risk. This gives you threats when you need them. It also gets you closer to burn range, faster. Ideally, you should drop a 1-drop T1, then if you don't draw a third land or don't have the third land already, cast it on the 1-drop for 4 damage and ditch whatever card isn't a land that shows up on scry. It can also be an insurance policy, because since you know what your going to top-deck next turn, its like playing with an extra card. Be very careful with bomat though, always cast titan's strength after bomat's exile trigger or you'll exile the card you were supposed to draw.
Harnessed LightningThis is the only card in the deck I'm not entirely sold on. I guess I just dislike that it doesn't hit face, but it kills copters and abbots and can sometimes leave some energy leftover to pump grubs or get another swing out of a lathnu, so the synergy is there and is actually needed.
Fiery TemperThis is your main copter-removal tool. Its also a good T3 play, to get a blocker out of the way of your 1 and 2 drops. Its also a good way to kill your opponent. Also great value with neonate/copter/bomat/reveler discard effects. Its a great card and looking back, I can't imagine why the hell I only played 2 in my first attempt at the 3.0 build...
Exquisite Firecraft:Hears the Mortal Kombat commentator say: Finnish him!:
Another old-timer than just hasn't been out-classed yet. When that fiery temper just won't get there, firecraft him! The uncounterable aspect is also very relevant when you face something with counterspells. Nobody feels safe at 4 life against mono-red.
Collective DefianceWhat an awesome card. Fabulous T4 play, hit face, remove the best blocker and hit with your 1,2 and 3 drop... That's a whole lot of damage. The wheel effect isn't very relevant unless you got a hand full of land or you know that your opponent has something REALLY good in his hand that he's gonna play next turn (like after casting a diabolic tutor. Never happened to me, but is a good example).
Chandra, Torch of DefianceThe problem with flip chandra was that she had to survive a turn... 90% of the time it just didn't happen. When she did flip, it was usually enough to win. New Chandra doesn't need to flip and she's good in most situations too. Her +1 Ramp lets you drop her T4 and put down a 2-drop too. Her other +1 is good for card advantage or a bit of extra damage, but it sucks that you can't play lands sometimes. Her -3 is like using a firecraft as removal, its useful but leaves you in a bad place. Her ultimate is rare, but is almost an auto-win.
Smuggler's CopterNeed I say anything at all? We all knew it was good and we weren't wrong. In a deck with fiery tempers is even better, in a deck with 1-drops too. The looting is really good to smooth out your draws, but more often than not, its gonna eat removal, because everyone is waiting for it. But that's 1 less kill spell to hit your garrison...
Looming SpiresIts an extra 1 damage. First strike is also very relevant early to get your damage through or force bad chumps. Just plan your land drops accordingly, so that the enters tapped doesn't slow you down too much.
Hanweir BattlementsWhy play battlements when you have heaps of hasty critters? Duh! To make the one's that aren't hasty too...
Aether HubWhy play a singleton Aether Hub? Well, sometimes harnessed lightning leaves you with 1 useless left-over energy counter. The grubs and lathnus only use energy in pairs, so its that extra point of energy to even it out. I guess it can also let your hit for 4 damage with harnessed lighting too. The impact on the mana base is minimal, that's why its a singleton. Anymore could give you a hard time with all the RR CCs and since you already have the battlements...
So there you go, have fun!