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Mono Red Aggro Brawl 1v1 (Brawl)

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I've recently switched gears and started playing more 1v1 brawl, mostly since it is much easier to get 1v1 games on MTGO and I can squeeze them in a 30 or so minute window of free time. The first thing I noticed is that most of my brawl decks are way too slow for 1v1. 20 life is not long enough to set up unless you curve out really well or get a very timely board wipe.

So I got to thinking: what if I started building 1v1 brawl decks from the same mindset as I do standard? Sure, you have some watered down power level cards at certain drops, but the premise will be the same. Also, the level of removal I have been facing is not anything that would scare anyone off as it is scarce and slow.

After the dominating performance of red/black aggro at pro tour dominaria I thought I might take a look at how the deck would fare in brawl. Right away I realized that it is very hard to splash a color in brawl as I would have to play a lot of swamps, so I'm going the mono red road.

(A) Choosing a commander is pretty simple. If the deck was more of a big red midrange then the choice would be between Chandra and Glorybringer (with Chandra winning out), but in aggro it is Hazoret. With Hazoret as your commander it means that on turn 4 you always have it, every single game. That is a lot for the opponent to deal with.

1) Hazoret, the Fervant. (4) Commander

(B) To start I want to include all the cards that already exist in the deck and work my way out from there.

(C) Now I want to decide on my curve: lands 24, 1cmc 8, 2cmc 8, 3cmc 6, 4cmc 4, 5mc 2, utility cards 8.

(D) Look at the 1cmc slot. Currently I am playing only 2, so I'm looking at adding six more.

Goblin Motivator and Bloodlust Inciter.
*They have a use once they become outclassed in the midgame.

Inventor's Apprentice
*won't always be a 2/3 but we will run a decent number of artifacts.

Hope of Ghirapur
*1cmc flyer that has a very solid upside later on to hold off sweepers or the casting of a planeswalker commander.

Skirk Prospector
*helps our outclassed Goblins ramp to the midgame.

Rigging Runner
*a 2/2 for 1cmc on turn 2 or 3.

(E) Finish out the 2cmc creatures. The deck has two, so we are adding six more.

Dire Fleet Daredevil
*a 2/1 first strike creature is about on curve if you need to play it turn two, however as a topdeck it can hit you a nice piece of removal or other juice late game.

Bloodrage Brawler
*it's going to cost you a resource, but you will likely have a card that is not going to fit into your curve that you can chuck.

Harsh Mentor
*it is going to get you at least a few free life off your opponent throughout the game.

Heart of Kiran
*not a creature, but a clear addition to an aggro deck.

Goblin Instigator
*two creatures for 2cmc makes this just barely playable.

Metallic Mimic
*you have the option to name either Goblin or human based on your opening hand. At worst it gives a +1/+1 to one creature, maybe even Hazoret/Phoenix/Glorybringer.

(F) We need to add 3 more 3cmc creatures.

Combat Celebrant.
*this is our main chance at a blowout. We also have two 1cmc creatures that can give it haste in a pinch.

Pia Nalaar.
*nice board presence. The deck runs just enough artifacts to make her abilities relevant.

Lathnu Hellion.
*two swings with an oversized creature.

(G) There is 1 slot remaining for a 4cmc creature.

Verix Bladewing.
*a flyer that is on curve that has late game upside (if we see that late game then we are dead)

(H) Look at 1 more 5cmc threat.

Skysovereign, Consul Flagship
*decent small removal for multiple sources and a flyer to help finish off games.

(I) Three more utility spells

Azor's Gateway
*much needed way to dig through our deck.

By Force

  • a way to deal with multiple artifacts at a low cost

Dinosaur Stampede
*the best anthem instant speed spell we have, and isin't that just a little sad.

(J) Land
Ramunap Ruins
Field of Ruin
Mountains

Final Thoughts
I'm not sure if someone could pay me to play this deck. Well they definitely could, but I'd at least have to ask if I could play something else.
Many of the early game creatures are pure junk, bordering on unplayable in constructed formats.
Removal is basically non-existent.
The only upside is that our midgame is really good. This leaves me feeling good about the idea of making a big red midrange deck for brawl.

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