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The Red Menace (Frontier)

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Colors-
A red aggro deck that splashes green and black.

Main Concept-
The deck centers around using Menace to make blocking very difficult for our opponents in an aggro heavy format. There are 10 creatures with menace plus 4 more that have pseudo menace. I'd like to see the number be higher, however it is also important that we play cards that are also powerful and not just have the keyword. As soon as the opponent sees our turn one drop I imagine they should think they are playing Atarka Red. The hope is that they do not suspect that they will be facing some evasive/bulky creatures rather than a go wide tokens deck.

Secondary Concept-
There is a revolt undertone with Liberator, Fatal Push, and Rebel. With 8 fetchlands the mechanic should be consistent. Also, you can sacrifice the Neonate midgame to trigger revolt as well.

Card Draw-
For a red aggro deck there is a decent amount of card draw. Copter smooths out our draws nicely. Sin Prodder is pseudo card draw, and is fairly consistent as your opponent will not take risks on direct damage midgame with an impending big swing coming on turn 4. Finally, Neonate can always grab a card midgame if it becomes outmatched in a board stall.

Speed-
The deck is fast. When playing against another deck that is doing its own thing and leaving you alone (Rally for example) the deck can blow up by turn 4. A consistent amount of damage to deal in this type of matchup is by turn 2 (2 damage swing), turn 3 (5/6 more damage swing), turn 4 (anywhere from 10-18 damage swing. On turn 5 if they are still alive you can usually clean things up with a full swing and pump the creature they do not block.
Against midrange and control decks things are of course different. You are still fast but they interrupt what your attempts are. There are a few bonuses with this deck: 1) Your creatures will often get in for some damage before they have a chance to set up their board (tap lands, fetchlands,...) 2) If they play early creatures you have a lot of menace creatures that are difficult to block. 3) It is not hard to deal 6 or 7 direct damage in a matchup.

Resilience-
Menace helps to keep creatures alive versus other creature heavy decks. Copter survives board wipes. Scrounger is a big sideboard card for heavy removal matchups as it will just keep coming. Neonate's sac ability, while not saving him, does allow you to get an extra card in our hand for the turn after a board wipe which could prove game altering.
The built in burn also plays a roll here as a turn 4 board wipe from your opponent can be responded to with a couple burn cards to the face.

Removal-
This a pure aggro deck so removal is scarce. There are some decent options out of the sideboard. In the main Stoke the Flames can deal with a threat, but you'd rather be burning their face. Shock can take care of a small nuisance in a key turn. Game 1 you hope to see them dead before they really know what hit them.

Overall-
This deck is fast, possible turn 4 kill fast. More likely if you are winning you are doing so on turn 5 or 6. Like most pure aggro decks if you are going beyond this point you are pretty much dead (unless you top deck the right burn).
Of course Atarka Red is not far off this deck, and is surely more consistent. If you have the pieces for that deck then you could try out this one for next to nothing for the swapable parts as all the original cards for this deck are very affordable.
I'd like to see how the deck shapes out moving forward as menace is becoming a big part of every new release. The deck could use another solid menace creature to cement the build.

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This deck appears to be legal in Frontier.

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