[deck=Khaos's Big Red Dragons]
Creature 23
4 Firedrinker Satyr
4 Rakdos Cackler
4 Frostburn Weird
4 Ash Zealot
4 Chandra's Phoenix
3 Stormbreath Dragon
Planeswalker 2
2 Chandra, Pyromaster
Burn 10
4 Magma Jet
4 Lightning Strike
2 Flames of the Firebrand
Land 25
4 Mutavault
21 Mountain
Sideboard 15
4 Mizzium Mortars
4 Boros Reckoner
4 Skullcrack
3 Act of Treason
[/deck]

great!

This deck represents the essence of RDW in its most simplest form by eschewing weak (but highly synergistic) cards in favor of strong standalone cards. The strategy is simple: play the beatdown role whenever possible, but be capable of playing the control role when needed.
I like this deck for its versatility. I've chosen the cards that I play for their value in the “topdeck test.” The “topdeck test” is a series of questions I ask myself when evaluating cards for any particular deck. If I drew a card while in “
topdeck mode,” would this card be able to help turn the game around for me if I was backed into a corner? Will this card push me over the edge so I can win the game?
Most of these cards lack the advantage of synergistic pieces like Emily and Firefist Striker, but make up for that in their standalone strength, utility, and versatility. For example, Ash Zealot plays a very aggressive role as an attacker, yet can throw up a shield in a pinch. Frostburn Weird walls off some critters and then becomes a 4/1 attacker (or Blood Baron blocker) when it's time to aggressive. Each card in the deck is a threat in its own right.
The Dragon deck follows a typical Sligh curve – versatile 1-Drops to apply pressure before determining which role to take in the match. Against Midrange and Control, the deck is the aggressor – play your men for max value while chopping away at the life total. Against aggro, the deck burns and blocks away attackers before going over the top for lethal. However, the deck is also made to
survive a long game; the deck gets stronger as the game progresses. Flooding out hasn't been much of an issue for me.
The manabase is at its simplest: 21 Mountains to reliably cast Reckoner on curve, and a full set of Mutavaults to punish the Control players. 25 total lands ensure that I will be able to cast my damn dragons at a reasonable turn. I get bonus points for Overloading Mizzum Mortars and making Monstrous Stormbreath Dragons.
The sideboard is simple and interchangeable, also:
Against the majority of Aggro decks, remove your 1-Drops and swap with the Reckoners and Mortars. No muss, no fuss. 14 Burn spells, Chandra, and mega-blockers Ash Zealot, Frostburn Weird, and Boros Reckoner stabilize the Battlefield for your fliers to take over.
Skullcrack is straight swap for Lightning Strike, Magma Jet, or Flames of the Firebrand in games where Lifegain is an issue. Sphinx's Revelation decks and Black-based Control decks are notorious for stabilizing off of just one decent-sized Lifegain
spell. In these types of games, Skullcrack is a direct improvement to the regular suite of Burn.
Act of Treason has been my favorite way of beating the larger Midrange decks. Against Mono Black, Strombreath Dragon usually ends up eating a Doom Blade, Ultimate Price, or Hero's Downfall. It's preferable to just be able to steal a big ole Desecration Demon and swing for lethal. Act also works pretty well against bigger, Green-based decks.
However, since the deck doesn't exactly do anything quite over the top, what exactly is the gimmick? Truth be told, it doesn't do anything at all. It's a collection of tools that are tried-and-true and capable of performing the corrects tasks. It's what you do with it that counts.
Granted, the deck didn't start out this way its current form. It's evolved along the way in the past few weeks as I've played in my local area.
The list I played just last week was this:
[deck=Last Week's Hotness]
Creatures 23
4 Rakdos Cackler
n4 Firedrinker Satyr
4 Ash Zealot
4 Boros Reckoner
4 Chandra's Phoenix
3 Stormbreath Dragon
Planeswalker 2
2 Chandra, Pyromaster
Burn 10
2 Mizzium Mortars
4 Magma Jet
4 Lightning Strike
Land 25
3 Mutavault
22 Mountain
Sideboard 15
4 Frostburn Weird
2 Mizzium Mortars
2 Flames of the Firebrand
4 Skullcrack
3 Act of Treason
[/deck]
Obviously, it is almost identical to the current version. However, I found that I was siding into Frostburn Weird in almost every match! Against Mono Black, Esper, and U/W, Reckoner came out for the Weird, since it is definitely more aggressive and cheaper. Against Aggro, a set of 1-drops came out for Mr. Frosty. I concluded that since I seemed to want him in every game (the match-ups only determined which slots were traded for him), it makes sense to maindeck him. I also find that Reckoner is definitely needed in the 75, but he just always isn't good in the main. Another switch was moving the maindeck Mortars to to the board. White Weenie and Mono
Red has seen a resurgence in my meta, so it does make sense to just maindeck the Flames of the Firebrand I had saved in my board.

Devotion Red (large and small), and R/w Aggro. I know that some of you guys out there have felt this too. I've seen a lot of decklists from everyone here that look like they're between 2 different archetypes. Mogi lists forcing Stormbreath? Hammer and Stormbreath in the same maindeck? These are just a few examples, but overall, I know that a lot of you are indecisive and aren't trusting your instincts because of this intangible, crazy feeling that something just isn't right about your deck.

because I know what I want to do. I want something simple, yet powerful. I have found something that I already love to play since States, and consequently, I've been having even more fun with this game.
