Unlike Burn, Red Deck Wins uses mostly creatures to the win the game. Red Deck Wins can be faster than Burn, but you open yourself up to making your opponents removal actually relevant and run the risk of running out of gas very quickly. Although creatures are a good thing to rely on because they are recurring damage every turn, removal is the top priority in today's Pauper metagame. Think of it as a more, high risk and high reward type of deal.
This deck also falls under the same problem that Burn does, where if you draw too many lands, you are probably going to lose the game quickly. For this reason, you only play 17 lands and hope for the best and that works very well when you consider that you only need 2 or maybe 3 lands at the most to function and curve out every turn.
The difference between this deck and Goblins is that you are more resilient to cards like Nausea and Electrickery (Which are everywhere right now, to the point where you will find them in the main deck) and you can be faster because you are working with more creatures that have 2 power and have Haste. It is true that Goblins can go wide and can combo easier, but you don't need that when you are putting your opponent under such a fast clock and force them to have an answer every turn. Let's check out what makes this deck whole and break it down piece by piece.
Goblin Cohort and Mogg Conscripts – Basically, these are the creatures you always want to play on turn 1. Starting with a 2 power creature is just about how aggressive you can be.
Jackal Familiar – Although it cannot attack alone, you do have 8 creatures to play on turn 2 (or 12 if you count Goblin Bushwhacker) and they have haste as well. Playing this little guy on turn 1 is also a great way to start your hand.
Goblin Bushwhacker – Unlike in the Goblins archetype, you don't usually save this guy for one big turn. You just want to use him as quickly as possible and get in as much damage as possible. You will find more situations where it is best to hold him, but don't be afraid to just throw him out there with kicker when you only have one other guy on the battlefield.
Valley Dasher and Mudbrawler Cohort – These are your 2 power haste guys for 2 mana. Both are good to play whenever, not much else to say about them. They are really played because they have haste.
Porcelain Legionnaire – I love this card in this style of deck. You will always cast it for 2 mana since you don't have access to white mana and a 3 power first striker is just amazing to beat down with. He does have a drawback of having only 1 toughness, but if they don't have the kill spell, your opponents will find themselves under a lot of pressure, very quickly.
Before I move on, I want to touch on the subject of what to play on turn 2. In a control matchup, I favor the haste guys more because I want to get the game over with quickly. Against aggro decks, I lean more towards Porcelain Legionnaire so that I can hold down the fort and get through at the same time. A creature with first strike will also attack through better.
Goblin Heelcutter – I know what you're thinking and that is probably the fact that it costs 4 mana to cast and 3 mana to dash. 3 mana is not as much as you would think and for its effect of making a creature not block and being able to get in for 3 damage is really what this deck wants and you will find that you will be asking for a copy of this creature very often.
Lightning Bolt – I shouldn't have to explain this one, so let's go ahead and move on. I will say that the reason this is better than Flame Slash is because being able to go to the head, that really does matter a ton.
Chain Lightning – With all the red decks running around these days, this card isn't always the best. But at the end of the day, it is still a 3 damage spell for only the cost of 1 mana and it does not get much better than that.
Fireblast – This is basically used to finish the game off. You only need one copy and never need to draw a second copy or beyond, so we only need to include one copy in this deck.
Mutagenic Growth – I love this card because it can either help your creatures win in a fight, or it can counter a Lightning Bolt (or a removal spell of the same kind) and really blow your opponent out. It is true that you can play more burn instead, but I personally like the pump effect better.
The manabase is very self-explanatory. You don't want any lands that come into play tapped and so you just play mountains. Any time you have a land come in to play tapped before your 4th land drop, you lose a lot of tempo and speed, when you could have easily won the game instead by curving out. Keep that in mind the next time you win a quick game.
Verdict and Conclusion
I really do like this deck, but that may be because I have a huge bias to Red Deck Wins strategies throughout magic history. The deck can win fast and it can lose just as easily, but either way, with some tight play and a little bit of luck, I think this deck can bring you some definite wins.
Would I recommend this deck? Yes I would, but it comes with a catch. Like all red decks, you are easily troubled by anti-red hate cards. These cards include well known sideboard cards such as, Circle of Protection:Red, Lone Missionary and of course Hydroblast, and that is only the tip of the iceberg. You do not have much to stop any of these cards and you have to figure out the best way to play around them.
Will you have a high win percentage with this deck? That I cannot answer because the meta changes constantly and is not easily predictable. I don't think this deck will be gunned for, but because Burn is such a popular deck, you will run into players preparing for Burn, with the same cards that also shut you down easily and you will have to accept that.
I am sure you will go 3-2 in many leagues at the very least. Getting a 4-1 or even that sweet 5-0 will be a challenge, but if you're up for it, I would say go for it! Let me know in the comments what you would change about this deck and how well you have done with it.
Thank you so much for reading and watching. I will see you guys next time.