Welcome back to another deck analysis. Unfortunately (or fortunately), it's time to analyze one of the decks that divides Pauper players, because you either love Mono Red or you hate it – there's no in-between.
Deck History
Did you think Mono Red couldn't exist in a format like Pauper? I'm sorry to tell you, but there are actually three versions of it…
1) Mono Red Kuldotha: a Red Deck Wins, the apotheosis of aggro decks, which we will analyze in this article.
2) Mono Red Burn: can be summarized as TAP Alchemist, Shoot, UNTAP Alchemist, Shoot, Repeat everything and let's go to G2. Perhaps someone more suited than me will elaborate on this version.
3) Mono Red Tron: Do you like Eldrazi? Do you like burn spells? Do you fondly remember the days when you cast Channel Fireball? This is the Pauper version. And in the sideboard, you can even play Bottle Gnomes. But for this too, we'll have to wait for someone more suitable than me to discuss it.
So let's return to Kuldotha. The deck takes its name from Kuldotha Rebirth, a sorcery that for one mana and by sacrificing an artifact gives you three 1/1 Goblins. They don't seem that threatening, do they? Things change if it's cast two or three times in the same turn, and if a variable number of Goblin Bushwhackers follow (spoiler: usually 1 is enough to send you to the bar table). If the Goblins aren't enough, you might also take some hits from various sizes of burn spells (Lightning Bolt, Galvanic Blast, Chain Lightning, Fireblast).
It's almost natural to think that this deck would suffer from running out of resources quite quickly and being left to topdeck. But no, Wizards has seen fit in recent years to push impulse draw, so it's not uncommon for your opponent (or you, depending on which side of the table you're sitting) to have at least 3 cards available between hand and exile.
If all this still seems too slow for your liking, you also have the NOS button available, in the form of Goblin Cavasprint or Lotus Petal.
(So you can also make a DISGUSTING DISPLAY OF PLUTOCRATIC POMP with the most expensive non-basic land in the format). Let's look at the lists now (which for some strange reason you'll most often find labeled as "Burn").
While this is the Turbo version.
Manabase
- 4 Great Furnace: Artifact land that serves the multiple purpose of maintaining Metalcraft, creating 3 Goblins with Kuldotha Rebirth, or making "Lara Croft"… that is Goblin Tomb Raider, swift.
- Sojourner's Companion: a tapped land in an aggro deck??? But it draws a card, so a single copy can be accepted.
- 13 basic Mountains: I personally recommend John Avon's from Champions of Kamigawa which, when placed side-by-side, create a unique landscape…
Creatures
- Goblin Tomb Raider: since it was spoiled, it has been renamed the "Pauper Goblin Guide"; if played on turn one after Great Furnace, it secures First Blood, which can have a significant psychological impact.
- Goblin Marathoner: as we will see later, we are able to sacrifice our pieces, which translates into a power bonus and Menace, usually played in two copies.
- Voldaren Epicure: the only non-Goblin, but it deals one damage and creates an artifact upon entering.
- Goblin Bushwhacker: a 2-drop (because if we cast it without kicker, it means we're not in a good position) that allows us to blitz with all our creatures after boosting their attack value.
Artifacts
Experimental Synthesizer: a rock that provides impulse draw upon entering and leaving the battlefield; if for some reason the match goes long, we also have the option to recycle it for a 2/2 Vigilance. Reckless Impulse: enters, we can deal one damage by sacrificing it with its ability; in many cases it will be fodder for Kuldotha Rebirth; in any case, we will draw a card once it goes to the graveyard. Some versions prefer Chromatic Star, and in metagames with many possible mirrors, you might even see Candy Trail.
Draw Engines
Older versions use full sets of both Wrenn's Resolve and Reckless Impulse. More current ones reduce the copies according to preference, down to a minimum of 1 copy of each type. Versions using Claim the Firstborn instead of the two aforementioned sorceries are starting to appear.
Burn Spells
Lightning Bolt, Galvanic Blast, Chain Lightning, Fireblast, Goblin Grenade: the initial purpose of these spells is to remove potential blockers, but when necessary, they are used to close out the game directly. Seal of Fire: allows you to thwart Glitters-based decks even if you are tapped out. To thwart other decks that extensively use x/1s, we have 2 End the Festivities or Tectonic Hazard in the main deck. Of course, the card that gives the deck its name: Kuldotha Rebirth, a sorcery that, in exchange for one of our artifacts, gives us three Goblins.
Sideboard
Electrostatic Bolt: another mini-wrath, but this time it's an instant. Gorilla Shaman: classic hate against opponent's artifacts. Pyroblast: Blue is our quintessential opponent, this gives us a way to fight effectively. Relic of Progenitus: artifact that gradually or en masse removes the graveyard. Blinding Flare: Turbofog and prismatic tentacles make our attack attempts futile; with this instant, we can circumvent the problem, and it also allows us to eliminate any Crimson Acolytes that might have blocked our bigger Goblins thinking they were safe thanks to their protection. Smash to Dust: another card against decks that use many artifacts; besides destroying the target, it also deals three damage.
Variants and Useful Tips
Among the customizations, we can find Improvised Club in versions that use more Blast-Furnace Hellkite, and Sacred Heat to remove very large creatures. Other cards we often see are Cast into the Fire or Shattering Blow. Some even try a "Ponza" plan by adding Demolish/Mine Collapse/Molten Rain.
The advice I allow myself to give is to prioritize removing Goblins to avoid Goblin Grenade (a card not always played), but I often mistakenly see players who prefer to block and eliminate Epicureans, who once entered are just 1/1s.
Matchups
(Data source: MTGmeta.io, things change depending on player skill)
Favorable Matchups
- Azorius Glitter: G1 is unfavorable, but things turn around post-side, final winrate 75% in favor of Kuldotha.
- Dimir Terror: here too, G1 is unfavorable, post-side 60% winrate.
- Jeskai Ephemerate: most of the time we manage to close out before they can get into their loop.
Balanced Matchups
- BG Gardens: lots of removals; we must go straight for the win, avoiding increasing the storm count of Weather the Storm.
- Grixis Affinity: data reports that Grixis should even be advantaged, but against Kuldotha post-side, it worsens. The introduction of Counterspell and Breath Weapon in the main deck has transformed Grixis from midrange to control.
Negative Matchups
- UW Familiars: constantly blocked creatures, hindering life gain.
- Caw Gates: more resilient creatures, many flyers, counters, and lifegain make the matchup difficult.
Since I haven't played the deck much, and it's not an archetype present in the league I oversee, I won't go into detail on other matchups.
Archetype Players
This is a widely played deck, especially in Italy, but also online on MTGO, as it allows for an increased number of leagues to participate in, and consequently, quick resource accumulation. Therefore, it's not uncommon to encounter many Trophy Leaders using this deck.
Among the Italian players specializing in this deck, we have:
- Diego Barbagelata from Lega Pauper Genova.
- Marco Rossi, known as "Il pistolero" (Tuonodidrago on MTGO), a player I met at Paupergeddon di Lecco 2023, one of the reasons that prevented me from reaching the top 64.
With that said, see you in the next article, ExLo5.