Mono-Red Deck Tech & Sideboard Guide
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Among decks in Magic: The Gathering, mono-red or rather, Burn strategies have become prevalent in nearly every format, and Pauper is not an exception. As of right now, mono-red synthesizer or mono-red kuldotha as some may prefer, is among the best decks in Pauper, and while there are plenty of cards that hate on it, this does not stop the deck’s potential, and today, I will go over a strategic sideboard guide, tips and tricks, and of course, a bit of history over one of the oldest deck in the format.
Let’s figure out how this Red Deck Wins!
Table of Contents
Mono-Red Pauper Deck Overview

Mono-Red in Pauper is all about speed. You’re looking to flood the board with cheap creatures, sling burn spells at your opponent’s face, and end the game before they can set up their defenses. This deck, often called "Kuldotha Red," thrives on aggressive early plays and explosive turns.
Best Card Choices for Mono-Red in Pauper
Over the last few years since the introduction of Innistrad: Crimson Vow, mono-red decks have gotten a huge buff in Pauper. From creatures to new card advantage tools, the deck as we previously knew has been revamped, and as such, we need to go over each of its core cards to understand better their role in the deck.
The Creatures
Your creature package is about getting damage quickly and making the most of [card]Kuldotha Rebirth[/card].
[cards]{{Kuldotha Rebirth}}{{Goblin Bushwhacker}}{{Goblin Tomb Raider}}[/cards]
[card]Goblin Bushwhacker[/card] & [card]Goblin Tomb Raider[/card] hit hard. Bushwhacker can pump the team for a huge swing, while Tomb Raider is just a solid, aggressive beater that can start attacking in turn one when paired with [card]Great Furnace[/card].
[cards]{{Reckless Lackey}}{{Voldaren Epicure}}{{Clockwork Percussionist}}[/cards]
The other creatures of the deck fit a different role but keep the aggressive theme that the deck has. [card]Reckless Lackey[/card] for example is a hasty creature that can deal cheap damage on turn one and later can be cashed away for a land and a treasure token.
[card]Voldaren Epicure[/card] is excellent not only at pinging your opponent’s away, but also creating a powerful [card]Blood Token[/card] that can be used to turn Metalcraft on and to loot away lands in longer games.
Lastly, [card]Clockwork Percussionist[/card] is a cool inclusion as it helps squeeze extra value out of your artifacts, and keeps the pressure up.
Now, with creatures out of the way, let’s talk about the finishers of the deck: The Burn Spells.
The Burn Spells
Burn is the lifeblood of Mono-Red. You’ll use it to clear blockers, keep the opponent on the backfoot, and, of course, finish them off when they’re low.
[cards]{{Chain Lightning}}{{Lightning Bolt}}[/cards]
[card]Chain Lightning[/card] and [card]Lightning Bolt[/card] are the two best unconditional damage spells that red can run on its ranks as both essentially deal three damage to opponent faces for just a single mana.
[cards]{{Galvanic Blast}}{{Fireblast}}[/cards]
Since the deck now has become more of an artifact heavy themed deck, now we can run cards like [card]Galvanic Blast[/card] to maximize the damage output without sacrificing permanents, as its the case of [card]Fireblast[/card] who has now reduced in the amount of copies players run on their decks.
[cards]{{End the Festivities}}[/cards]
Finally, [card]End the Festivities[/card] is there to overcome the inevitable mirror and also to deal the final points of damage of the game.
The Card Advantage
Unlike some red decks that run out of gas, this build keeps the cards flowing.
[cards]{{Clockwork Percussionist}}{{Experimental Synthesizer}}[/cards]
[card]Clockwork Percussionist[/card] and [card]Experimental Synthesizer[/card] both provide the much needed card advantage red players needed to win with their decks without running out of steam after just a couple of turns.
By the way, did you know that Mono Red is the most used deck in leagues, with nearly double the amount of trophies than the second best deck of the format? This red deck wins a lot in Pauper, however, it was not always like this.
The Evolution of Mono-Red in Pauper
If you're new to Pauper, you might not know about the early versions of Mono-Red in the format. As you might expect, it started like most other red decks: packed with only burn spells.
The OG Mono-Red Burn in Pauper
The plan was simple yet effective—use the likes of [card]Chain Lightning[/card] and [card]Lightning Bolt[/card] to bring your opponent within [card]Fireblast[/card] range as quickly as possible.
[cards]{{Chain Lightning}}{{Lightning Bolt}}{{Fireblast}}[/cards]
While this strategy was solid, it had a major weakness—any life gain was almost an automatic game loss. On top of that, the format already had some of the best sideboard tools against red spells, like [card]Hydroblast[/card] and [card]Blue Elemental Blast[/card]. If Mono-Red ever gained popularity, the meta could easily shut it down.
Additionally, blue-based strategies continued to improve over time, so with everything combined, Mono-Red remained a tier 3 deck at best.
Mono-Red’s New Toys
It wasn’t until the release of Eldritch Moon that Mono-Red received a slight upgrade in the form of [card]Thermo-Alchemist[/card]. This creature fit perfectly into the burn strategy, turning a single [card]Lightning Bolt[/card] into a potential [card]Lava Axe[/card] when casting the first red spell each turn.
[cards]{{Keldon Marauders}}{{Ghitu Lavarunner}}[/cards]
From there, players had to choose between creatures like [card]Keldon Marauders[/card] and [card]Ghitu Lavarunner[/card], but neither clearly made the deck better.
At this time, I kept thinking that all Burn needed was a solid one-drop to fit into its game plan. In 2021, [card]Voldaren Epicure[/card] was a welcome addition, but it wasn’t quite enough. We needed more power, and I secretly wished for [card]Monastery Swiftspear[/card] to be downshifted. To everyone’s surprise, it happened, and the Pauper meta shifted entirely.
The Monastery Swiftspear Era
[card]Monastery Swiftspear[/card] dominated the Pauper meta from day one. If you didn’t have removal ready by turn one, you were in trouble. If you kept a slow hand against Mono-Red, you were often on a three-turn clock.
[cards]{{Monastery Swiftspear}}[/cards]
Maybe I’m exaggerating, but trust me—facing a turn-one Swiftspear on the draw, followed by a second one and a [card]Lightning Bolt[/card], was brutal, especially if your first land enters tapped.
[cards]{{Lava Dart}}{{Kuldotha Rebirth}}[/cards]
Forgotten cards like [card]Lava Dart[/card] and [card]Kuldotha Rebirth[/card] gained popularity because they paired perfectly with [card]Monastery Swiftspear[/card]. As new artifacts kept getting released, the deck got even better.
The deck wasn’t unbeatable, but it made the format incredibly fast-paced, especially alongside Affinity and Ponza.
[cards]{{Dwarven Forge-Chanter}}{{Reckless Impulse}}{{Experimental Synthesizer}}[/cards]
Mono-Red continued to gain tools, such as [card]Dwarven Forge-Chanter[/card], [card]Reckless Impulse[/card], and [card]Experimental Synthesizer[/card], providing additional power and much-needed card advantage.
Eventually, WotC made the long-awaited decision to ban [card]Monastery Swiftspear[/card].
Goodbye, Taylor Swift! May the force be with you!
The Sticker Goblin Era
To understand the ban of [card]Monastery Swiftspear[/card], we need to look at the environment it entered. Red received insane buffs between late 2021 and the release of Lost Caverns of Ixalan (LCI). Here’s a breakdown:
Crimson Vow (11/19/2021): [card]Kessig Flamebreather[/card], [card]Voldaren Epicure[/card], [card]Reckless Impulse[/card], [card]End the Festivities[/card]
NEO (2/18/2022): [card]Experimental Synthesizer[/card]
Unfinity (10/07/2022): [card]_____ Goblin[/card] (Sticker Goblin)
BRO (11/18/2022): [card]Goblin Blast-Runner[/card]
MOM (4/21/2023): [card]Wrenn’s Resolve[/card]
LOTR (6/23/2023): [card]Cast Into the Fire[/card]
LCI (11/17/2023): [card]Goblin Tomb Raider[/card]
Mono-Red’s success in Pauper was more than just one card—it was a combination of multiple cards that could be swapped to create different versions of the deck. In just over a year, Red received upgrades with nearly every major set, while other decks only got minor improvements.
From Burn variants to grindy versions with eight Reckless Impulse effects, to aggressive combo builds using [card]Lotus Petal[/card] and [card]Sticker Goblin[/card], Mono-Red always had a way to stay relevant. While losing [card]Monastery Swiftspear[/card] hurt, I personally didn’t think it would shake up the meta too much.
[cards]{{_____ Goblin}}[/cards]
Predictably, Mono-Red didn’t slow down. Instead, it shifted from one overpowered card to another—[card]_____ Goblin[/card]—which was eventually banned as well.
To be fair, the entire Sticker mechanic was banned, making this more of a design failure than an individual card issue.
Mono-Red as We Know It Today

Even after these bans, Mono-Red kept getting buffs. [card]Clockwork Percussionist[/card] and [card]Reckless Lackey[/card] joined the pirate crew, which changed the landscape. Before these additions, there was no clear preference between [card]Fiery Cannonade[/card] and [card]Breath Weapon[/card], but now, the choice is obvious.
Two key factors continue to drive Mono-Red’s success:
The introduction of more and better artifacts and artifact generators
Stronger card advantage tools
These are the two main things the deck needed to thrive.
Of course, [card]Monastery Swiftspear[/card] would make the deck even stronger (and likely broken), but Mono-Red’s success goes beyond just one card. The current meta has settled into an aggressive environment, and Mono-Red remains a tier 1 deck.
However, it still faces its classic foes: [card]Hydroblast[/card] and [card]Weather the Storm[/card]. The red menace continues, but for how long? Only time will tell!
Tips and Tricks for Playing Mono-Red in Pauper
By now, you've probably realized that Mono-Red isn't just about hurling Lightning Bolts at your opponent’s face nonstop. Instead, it's about building a board state that lets you apply pressure and punish your opponents effectively. With that in mind, here are some key tips to keep in mind when playing the deck.
Not all exile-based card advantage effects work the same way! There's a big difference between [card]Experimental Synthesizer[/card] and [card]Clockwork Percussionist[/card]. The latter lets you play the exiled card until your next turn, while [card]Experimental Synthesizer[/card] requires you to use the card immediately—otherwise, it’s gone forever.
Because of how exile effects work, timing your plays is crucial. Never slam down a turn-one [card]Experimental Synthesizer[/card]. Similarly, don’t play a land before [card]Experimental Synthesizer[/card]—if the exiled card is a land, you'll lose out on playing it, wasting valuable resources.
It’s tempting to go face with every [card]Lightning Bolt[/card] and [card]Galvanic Blast[/card], but don’t fall into that trap. Sometimes, you will need to remove a key blocker or disrupt an opponent’s combo. After all, decks like Moggwarts and Broodscale Combo exist.
Mono-Red decks are often aggressive, but that doesn’t mean you should mindlessly attack every turn. Against certain decks, you may need to play the control role, using your burn for removal and waiting for the right moment to play a [card]Kuldotha Rebirth[/card] into a [card]Goblin Bushwhacker[/card] for the win.
Track your opponent’s life carefully and plan your turns ahead—sometimes, all you need to do is survive for one more turn before you can burn them out.
Mono-Red Pauper Sideboard Guide
The following are suggestions on how to approach games with the deck, though they clearly reflect my own preferences based on my personal experience with the deck, so you’ll notice some different recommendations here than what you might be used to.
Gruul Ramp
No Changes
Aside from killing the first turn one [card]Arbor Elf[/card] you see on sight, there’s not much else to add against Gruul Ramp. Furthermore, we don’t have many good cards to replace [card]End the Festivities[/card], and it's often better to keep it anyways to clear Eldrazi Tokens as blockers in crowded boards. Preferably, I would hold out on playing spells on my turn when I have the board advantage, for two reasons: [card]Weather the Storm[/card] and [card]Breath Weapon[/card]. The more spells you play, the larger the storm will be, and overexpanding into an instant speed boardwipe is horrible. Instead, try to play around both cards and cast your spells when they are tapped out.
Broodscale Combo
IN: 2 [card]Cast into the Fire[/card]
OUT: 2 [card]Chain Lightning[/card]
Keeping two removal spells up is always a good idea against Broodscale combo, as likely they will have mana to go for the combo and protect their creature with [card]Tamiyo’s Safekeeping[/card], but not to bypass two removals. Also, it's better to lose two lands to a [card]Fireblast[/card] than losing the game for not getting rid of the Broodscale.
Grixis Affinity
IN: 4 [card]Cast into the Fire[/card], 2 [card]Gorilla Shaman[/card]
OUT: 4 [card]Chain Lightning[/card], 2 [card]End the Festivities[/card]
[card]Reckoner’s Bargain[/card] makes Grixis affinity a bit challenging, especially when paired with the boardwipes the deck has. Still, the deck can surprise Affinity with the Bushwhacker/Rebirth combo and post sideboard you bring the much needed artifact hate to keep them at bay.
Dimir Terror
IN: 3 [card]Relic of Progenitus[/card], 4 [card]Red Elemental Blast[/card]
OUT: 4 [card]Chain Lightning[/card], 2 [card]End the Festivities[/card], 1 [card]Fireblast[/card]
Usually a good match, BUT, finish things off before they find out the one and only [card]Unexpected Fangs[/card] that they often run on main deck. Some people say this is a bad match due to the early Terrors, but it's a matter of perspective, as they usually start with four dead cards in the deck: [card]Snuff Out[/card].
Post sideboard, I can see how this match improves on their favor, but you still bring your graveyard hate and [card]Red Elemental Blast[/card] to prevent them from going loose with their oversized creatures.
Dimir Faeries
IN: 2 [card]End the Festivities[/card], 3 [card]Red Elemental Blast[/card]
OUT: 4 [card]Chain Lightning[/card], 1 [card]Fireblast[/card]
Faeries is an even matchup, as you now run the elements to get rid of their pesky flyers and even run some boardwipes in the main deck. Same scenario as before where their Snuff Outs hurt and remember that two [card]Reckless Lackey[/card] can take down a [card]Ninja of the Deep Hours[/card] without dying thanks to first strike.
You may note that I side out Chain Lightning in pretty much every match, but it’s not to say it's bad, but rather, it’s the less optimal card against other decks, which can be replaced for better ones against specific match ups/
Wrap Up
This deck is built for speed, explosiveness, and overwhelming your opponent before they can react. You’ve got cheap creatures, plenty of burn, and some solid ways to keep the cards coming. The artifact synergy with [card]Kuldotha Rebirth[/card] and [card]Galvanic Blast[/card] gives it an extra edge, making this one of the best aggressive decks in Pauper.
If you like playing fast and making your opponent panic by turn three, this is the deck for you! 🔥
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