Mono-Red in Alchemy BO1: the best deck to farm with!
Alchemy metagame has undergone several important changes in recent months. Just a few months ago, the meta seemed divided between Naya Midrange, Esper Control, and Naya Convoke. Then, with the release of Outlaws of Thunder Junction and its related alchemy set, Heist took over, polarizing completely the meta around Grixis Heist and leaving (at least in Bo1) additional space only for Naya Convoke. The last two alchemy sets (before the rotation) had, unfortunately, gradually removed from the meta also the various versions of Monored Aggro (the one with Fiery Inscription remained, however, the most popular), eliminating completely aggro/burn alternatives in the format (except for Naya Convoke as an aggro alternative). In such a polarized meta, it seemed absurd not to proceed with some nerf as repeatedly suggested by the community. In fact, from the very beginning, the situation in alchemy seemed quite serious and many people thought that the arrival of a ban or nerf was practically obvious. Then, on the 24th of June, WOTC announced that: "Alchemy's top-end metagame is looking more varied than it has in a while, with the Heist deck as a new entrant to challenge perennial stalwarts like Mono-Red and Mono-Black." A bolt from the blue for all the players of Alchemy, all unchanged and for reasons that in reality were not supported by any data. Mono-Black was a deck that didn't exist in the meta and Mono-Red had practically disappeared from the radar because of Heist. However, in retrospect, among the various statements of WOTC regarding the format, one turned out to be true after the rotation: "With rotation coming in about a month, Alchemy isn't in need of any action." In fact, at the moment, the various decks that are based on the Heist mechanics are strong but not oppressive as just a month ago.
Heist vs Mono-Red pre-rotation: an awful matchup
The pre-rotation Mono-Red was a very different deck from today's one in both composition and gameplay. The previous version was mainly focused on using Fiery Inscription to quickly close games. The main problem of the matchup with Heist was the high presence of removal spells by Mono-Red: the removal became the number one target for the Heist lists as they gave them time to survive the first stages of aggression of the opponent and get to the most advanced stages of the game while maintaining high enough life points. The old Mono-Red lists, in fact, played over 10 removal spells among Shock, Melt Through, and Lightning Strike, and creatures with constitution low enough to allow these removalspells to always (or almost) kill the target. At the same time, thanks to Impetuous Lootmonger, Heist had time to generate treasure tokens in order to later cast Triumphant Getaway and generate enough lives to win the game.