









Overview:
This mono-red deck helmed by Fumiko the Lowblood employs a forced-combat/goad strategy, leveraging chaos-inducing effects to pressure opponents into attacking while capitalizing on combat triggers and punishing stax elements. The deck combines token generation (Krenko, Mob Boss, Rakka Mar), combat phase duplication (Karlach, Fury of Avernus, Port Razer), and land destruction (Ruination, Blood Moon) to disrupt opponents' plans. Fumiko acts as both an enabler (forcing attacks) and a conditional threat (bushido scaling with attackers), though the deck can function independently through alternate win conditions like Kiki-Jiki, Mirror Breaker + Zealous Conscripts and Insurrection.
Primer:
Core Strategy Execution:
- Early Setup (T1-4): Deploy mana rocks (Ruby Medallion, Sol Ring), stax pieces (Blood Moon, Citadel of Pain), and token generators (Loyal Apprentice, Relic Robber). Use Fumiko to force opponents into combat.
- Midgame Pressure (T5-7): Activate combat phase multipliers (Karlach, Fury of Avernus, Port Razer) and punish attackers with Flameblade Angel/Goblin Bombardment. Resolve key threats like Etali, Primal Storm or Neheb, the Eternal for value.
- Endgame (T8+): Deploy finishers:
- Combo: Kiki-Jiki, Mirror Breaker + Zealous Conscripts (infinite hasty tokens)
- Overrun: Insurrection or Mob Rule to steal armies
- Burn: Price of Progress/Sundering Stroke amplified by land destruction
Mulligan Priorities:
- Keep hands with 3+ lands (prioritize red sources)
- Essential early plays: Fumiko, Ruby Medallion, Blood Moon, or a 2-mana token generator
- Avoid hands lacking early interaction (Abrade, Chaos Warp) against artifact-heavy metas
Key Tips:
- Use Mimic Vat to clone Solemn Simulacrum or Zealous Conscripts for recurring value
- Flare of Duplication can copy game-winning sorceries like Insurrection
- Dolmen Gate protects your attackers while forcing opponents to trade creatures
Weaknesses:
Critical
- Extreme vulnerability to commander removal (Fumiko's forced combat is irreplaceable)
- No protection against countermagic (only Burnout as situational answer)
Moderate
- Struggles against flying/reach-heavy boards (limited answers beyond Wall of Fire)
- Weak card draw engines risk running out of gas
Minor
- High-CMC finishers (Colossus of Akros, Star of Extinction) can clog hands
- Limited graveyard recursion outside Shenanigans
Most Important Cards:
- Kiki-Jiki, Mirror Breaker (Infinite combo enabler)
- Blood Moon (Manabase disruption)
- Insurrection (Game-ending steal)
- Ruby Medallion (Mana acceleration)
- Neheb, the Eternal (Post-combat mana generation)
- Karlach, Fury of Avernus (Combat phase multiplier)
- Zealous Conscripts (Combo piece/creature theft)
- Price of Progress (Nonbasic land punishment)
- Grenzo, Havoc Raiser (Card advantage engine)
- Disrupt Decorum (Forced combat enabler)
Attribute Ratings:
Speed: 5/10
Can threaten wins via combat or Kiki-Jiki combo by T7-9, but relies heavily on resolving high-CMC spells.
Resilience: 4/10
Minimal protection for key pieces; recovery options limited to Mimic Vat and situational recursion.
Consistency: 5/10
Lacks tutors for combo pieces but has redundancy in combat phase duplication and token generation.
Interaction: 6/10
Strong artifact/land removal suite (Shenanigans, Ruination) but minimal creature control beyond combat tricks.
Rating Justification:
The deck demonstrates focused combat/chaos elements with a T7-9 win potential through multiple avenues, but its dependency on Fumiko and vulnerability to interaction keep its resilience low. This aligns with Casual/Precon to Focused Casual tiers.
Power level: 4.0 - 4.5
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