Mono-Red Prison in Legacy works by combining fast mana, disruptive elements, and aggressive threats to control the game from an early stage and quickly close out matches. Here’s a more detailed breakdown of how it functions:
Fast Mana:
Ancient Tomb and City of Traitors: These lands produce two colorless mana, enabling explosive starts.
Simian Spirit Guide: Provides a one-time red mana boost by exiling it from hand.
Chrome Mox: Imprints a red card to provide continuous red mana.
Disruption:
Chalice of the Void: Typically played for X=1 on turn one to counter cheap spells, which are prevalent in Legacy.
Trinisphere: Forces all spells to cost at least three mana, hindering fast combo decks and low-cost spell-heavy decks.
Blood Moon and Magus of the Moon: These cards transform all non-basic lands into Mountains, disrupting multicolored mana bases and cutting off key lands for many decks.
Lock Pieces:
Ensnaring Bridge: Prevents creatures from attacking if their power is greater than the number of cards in your hand, excellent against creature-based strategies.
Aggressive Threats:
Goblin Rabblemaster and Legion Warboss: These creatures generate a stream of Goblin tokens that can quickly overwhelm opponents if unchecked.
Chandra, Torch of Defiance: Provides multiple utilities, including card advantage, mana acceleration, and direct damage to finish off opponents.
Fiery Confluence: A versatile spell that can deal damage to creatures or players, or destroy artifacts.
Utility and Sideboard Cards:
Karn, the Great Creator: Can fetch key artifacts from the sideboard and disable opposing artifacts.
Other Sideboard Options: Typically include artifacts and spells to handle specific matchups or threats, such as Pithing Needle, Tormod's Crypt, and Abrade.
Early Game:
Utilize fast mana to deploy disruptive elements like Chalice of the Void, Trinisphere, or Blood Moon as early as turn one.
Aim to disrupt the opponent’s ability to play spells or use their lands effectively.
Mid Game:
Follow up with aggressive threats like Goblin Rabblemaster or Legion Warboss to start applying pressure.
Use planeswalkers like Chandra, Torch of Defiance to generate card advantage and additional damage.
Maintain control with additional lock pieces like Ensnaring Bridge if needed.
Late Game:
Continue to apply pressure with creatures and planeswalkers.
Use utility spells and sideboard options to deal with any specific threats or situations that arise.
Strong Against:
Decks heavily reliant on cheap spells (due to Chalice of the Void).
Decks with fragile mana bases or many non-basic lands (due to Blood Moon effects).
Creature-heavy strategies (due to Ensnaring Bridge and Fiery Confluence).
Weak Against:
Decks that can efficiently remove lock pieces or operate with minimal lands.
Combo decks that can win before lock pieces are established.
Decks with efficient card draw and removal that can overcome early disruption.
By leveraging its fast mana, disruptive elements, and aggressive threats, Mono-Red Prison seeks to dominate the game early and maintain control until it can secure a victory.
Deck List