r/lrcast • u/fclmfan • 17h ago
Discussion So I've been drafting a lot of Red-Black lately...

I am quite deep into the format, approaching 80 drafts now, and I used to play 3-4 color piles based around rares and bombs just as everyone else. But I got curious if red and BR in particular was as bad as people were saying.
So I started by tentatively dipping into red, and later started straight up forcing BR unless it was very clear I couldn't. And the results weren't terrible! I would say I am performing at my usual winrate around 60%, so I didn't feel bad for doing so, and the games are much more enjoyable and drafts go much faster for me now.
Here is the latest example of me taking [[Grim Repriser]] p1p1 and going 7-1 (granted I was passed some very good cards, but that's part of the deal with BR, people don't draft it often):
https://www.17lands.com/draft/3b246a012b014907824ced82fad213ef/1/1
If you are curious, my own personal opinion is that the most important components to a good BR deck are, in roughly that order:
- Good 1-drops. Red Maywen and Voxmancer are the best, but I play Mabel and even Ghoul sometimes. Playing a 1-drop on turn one can easily amount to 4-8 damage over the course of the game.
- Enough 2-drops, with at least some premium ones. For me the best are [[Skilled Battlecarver]], black Gallia and Grim Repriser, but I will play Gargoyles, Eardrum Rattlers, red Gallias, basically anything with 2+ attack. You need 6+ for the deck to function. Note that Stingerquill Charms double as 2-drops, and not bad ones either.
- Removal and combat tricks to push through big blockers. This is very important, but it's not that important whether you have Extended Absence or [[Blazing Crescendo]]. They both do the same job of getting you through an Undulating Witness or something. Even Ferocity of the Hunt is good enough (have you ever put it on the Battlecarver when they doubleblocked it with 11 mana worth of creatures? I have, it feels good).
- Some card advantage/selection. It can come in many different forms, but you won't be able to just aggro down all your opponents every game, you need something for the long games. [[Hallway Heckler]]s that rummage, Reprisers that come back from the grave, Marwyns that chop down lands, Blazing Crescendos are all CA. I like having a copy of [[Cast Away Doubt]], it draws you cards and hits them for 2 (3 with red Tomik, great card in this deck). I usually don't play Twinned Visions unless I have 3+ cards that mill, it's too mana intensive, you don't want to spend so much mana and not affect the board in this deck. Almost forgot [[Command the Stage]], it's a gameplan in a bottle, especially if you have Voxmancers and Koths in your deck. This card can outgrind anything besides the bombs, also combos great with Heckler.
- Reach. This is optional, but decks with good reach win more often in my experience. Charms and No Admittances are the most direct ones, but also Stingerquill Voxmancers, Hecklers, Whiplashers, Cast Away Doubt and Blazing Crescendos. I especially like Whiplashers as they can finish the game out of nowhere, that's the reason I prefer them over Heartstring Pullers for my very few 4 drop slots. Extended Absence and Koth also work, every point of damage counts.
What I try to avoid:
- Heavy curve. I usually stop at 4 for creatures, sometimes at 3, unless I get a Kiora or something equally bomby. Even then, I wouldn't want to play 2 of them probably.
- Low creature count. I am counting things like Command the Stage and Stingerquill Charm here, but I want no less than 15, up to 17-18 creatures. You probably don't want 20, as you still need ways to interact. The ideal scenario is having 15 real creatures and 2-3 Charms, then you both have a lot of creatures and a lot of interaction. And a lot of reach! Stingerquill Charm, what a card.
- Splashes. I don't think I splashed anything even once, the deck isn't built for that.
- Landcyclers. I may play a copy of Awaken the Inferno if I'm low on big creature removal, but I am never happy when I have to cycle it. And I would never play Apex Witchstalker.
- Tapped lands. There is nothing worse than having Marwyn in your opener and not being able to play it because you have an annex instead of a Mountain. I may play one Annex if I don't have any 1-drops, but that already sounds like a failed draft. For the same reason I don't play Room of Refuge. What I do prioritize is specifically Haunted Ridge, it is awesome and I will take it over any filler, even stuff like Last Gasp. Normally I just play 8-8 split of basics and it works, and when it doesn't I mulligan.
Thank you for coming to my ted talk, I'd be happy to hear your thoughts on BR and the place of aggro in the format in general!






