【标准攻略】纯红快攻——最纯粹的鞍烬锋套牌

当红绿历险倒向巨石圆阵的时候,就已经背叛了鞍烬锋,而只有纯红快攻才是最纯粹的鞍烬锋套牌

文末有MTGA导入码

‍套牌来自 Frank Karsten 发布在 CFB 的攻略文章,我选取了 Tips and Tricks 与换备建议的部分进行翻译,其他部分(单卡选择)会是英文原文放在后面‍‍‍‍‍‍‍‍
Tips and Tricks
纯红快攻已经存在很久了,众所周知出第二个阿那克斯可以造4个1/1衍生物,一脚踩下解自己的生物可以“反击”掉对手的一脚踩下。所以接下来我要分享的都是关于赞迪卡再起的新牌
炎刃冲锋鬼也是战士,如果卡加凶汉让对手的生物变成懦夫,也就无法阻挡炎刃冲锋鬼
面对热恋野兽时,可以给对手的1/1美女 +2+0(岩圈骑士),让热恋野兽踢不出来
如果你用劫富侠客放逐了对手的历险生物,比如热恋野兽,就既可以用历险的一边也可以用生物的一边。如果使用历险的一边,会进入自己的放逐区,之后还可以再出热恋野兽,但“你可以将法术力视同任意颜色的法术力来支付施放该咒语的费用”不再适用,所以等于还是施放不了(碎骨巨人就能出)
托班在场时,如果你用碎颅落岩对两个3/3生物各打1,它们都会被打死。但双挡的情况就不一样,在战斗中,托班的替代式效应结算前你就必须确定好致命伤害的分配。比如托班被2个3/3阻挡,你必须先分配2点伤害到第一个3/3,分配0点伤害到第二个3/3,结果是只死1个3/3
假设这是对阵艾斯波末日前兆的第四回合,对手13血,你正在用阿库姆地狱犬、岩圈骑士、碎骨巨人(场攻9点)进攻。你有4个未横置的地,手里有鞍烬锋和炎刃冲锋鬼。对手有3个未横置的地,宣布“不阻挡”,这里“明显”的打法是出鞍烬锋,但你大概率会中一个点去除,然后对手回合再用清场或一些别的去除,那基本就崩盘了
我会先开启“full control”,然后让过优先权。如果对手这时交出点去除,我会响应闪现鞍烬锋戴在另一个生物上,从而能输出大量伤害。如果对手也让过优先权,掉到4血,我会在战斗结束阶段3费闪现鞍烬锋。这样做的话,即使到了对手回合有天界崩毁,我也可以在下一回合出敏捷的炎刃冲锋鬼来斩杀
要记住,你仍可以在战斗结束阶段闪现减费的鞍烬锋!
0地1地6地7地的起手基本都要调度,一般不接前两回合无法对场面造成影响的起手
调度后在选择什么牌放回牌库底的时候,我一般会保留至少3张地和1费2费3费曲线,很多时候放回鞍烬锋。调度后保留鞍烬锋会有很大风险,因为你可能无法按曲线出生物然后快速的戴上鞍烬锋,到后面抓上第二张鞍烬锋那就全完了
换备建议
单卡选择
4 Fervent Champion, 4 Akoum Hellhound, 2 Fireblade Charger – I believe that 10 one drops is the bare minimum for Mono Red Aggro, at least in game one. The deck relies on winning quickly and has no late game staying power, so it's important that we can consistently start with a one-drop on turn one. I ran 10 one drops in Pioneer, I had been running 10 in Standard, and I strongly recommend not to fall below that number. I'd love to play more in fact, but the one drops we have access to in the current Standard are medium to say the least.
Akoum Hellhound is great on turn one and Fervent Champion works well in multiples, but they require your game plan to go right. The alternative one drops are even worse. Weaselback Redcap is too low-impact and, while Wayward Guide-Beast was surprisingly good in land-light draws with Akoum Hellhound, not being able to attack early was a major downside. Fireblade Charger is what I eventually settled on for my ninth and tenth one drops after experiencing the joy of boosting its power with Rimrock Knight combined with Torbran, Thane of Red Fell.
4 Robber of the Rich, 3 Kargan Intimidator, 2 Rimrock Knight – If you see Rimrock Knight as half creature and half pump spell, then we have approximately eight two-drops. Combined with Bonecrusher Giant for a relevant turn two play against creature decks, I believe this is perfect for the mana curve. Robber of the Rich is the best two drop in game one, even if it often gets boarded out on the draw against decks with three toughness creatures. With four Robber of the Rich and two Rimrock Knights locked in, I had to decide between more Rimrock Knights or Kargan Intimidators for my remaining two drops. To settle this, I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, finding that the average win rate of decks with any number of Kargan Intimidators was higher than the average win rate of decks with any number of Rimrock Knights. Thus, I filled up my remaining two-drop slots with Kargan Intimidators.
4 Bonecrusher Giant, 4 Anax, Hardened in the Forge, 1 Phoenix of Ash – In my view, eight three drops is good for the curve and Bonecrusher Giant and Anax, Hardened in the Forge are too good not to play as four-ofs. However, a ninth three drop isn't terrible, and in long games against Dimir Rogues where they do a lot of milling, the difference between having one or zero escape cards in your deck can be huge. That's how I settled on one Phoenix of Ash in the main deck, while a second Phoenix of Ash would make the curve a bit too top-heavy.
3 Torbran, Thane of Red Fell, 4 Embercleave – These are the big finishers. I believe that seven of them combined, at least for game one, strikes a good balance between having one in most games and not drawing multiple big finishers too often. This number worked well for me in Standard Mono Red before the rotation, and I see no reason to deviate from it.
No Shock, Roil Eruption, or Fire Prophecy – Here's the first big difference between my list and the average Mono Red Aggro deck: I play zero dedicated burn spells. In my view, Mono Red Aggro in the current Standard is not a burn deck; it's an Embercleave deck. Since burn spells don't contribute towards the plan of casting Embercleave as quickly as possible. Sure, they have a role to play in the grindier post-sideboard games against creature decks, but they don't belong in the main deck, especially since they're terrible against control decks. The data confirms this: when I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, I found that all of these burn spells were associated with below-average win rates. This strengthened my confidence to play none of them.
4 Shatterskull Smashing, 4 Castle Embereth, 1 Spikefield Hazard, 16 Mountains – I believe that most Standard Mono Red Aggro decks play too few lands. I play 25, including MDFCs, and I have two more lands in my sideboard. This might seem like a lot, but the deck has natural flood insurance with Robber of the Rich and Castle Embereth, and we really want to hit our first four land drops for a smooth curve-out. Moreover, we need high land counts for Akoum Hellhound.
Before the rotation, I used to play 23 lands without Light Up the Stage but with Runaway Steam-Kin and 20 regular lands plus five MDFCs comes close to that in practice. It's still a little low when we're on the play, which is one of the reasons why I have a Mountain in my sideboard.
In terms of the distribution of lands, Castle Embereth and Shatterskull Smashing are relatively free four-ofs because there are more than enough Mountains to satisfy the Castle, and you generally don't care about your own life total. Spikefield Hazard is a fine MDFC that kills Edgewall Innkeeper, Brushfire Elemental and Thieves' Guild Enforcer, but we never want to draw multiples because that might make curving out difficult. When I analyzed the win rates of cards across Mono Red players on MTG Melee over the last two weeks, I found that decks with a single Spikefield Hazard had higher win rates than decks with zero, two, three or four copies, so that's how I settled on the singleton.
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