"Pande-Nought"
This is a Red/Artifact deck.
The key cards.
Pandemonium. 3 colorless and 1 red mana. Enchantment. Whenever a creature comes into a play, that creature's controller may have it deal damage equal to its power to target creature or player of his or her choice.
Phyrexian Dreadnought. 1 colorless mana. Artifact Creature-Dreadnought. 12 power, 12 toughness. Trample. When Phyrexian Dreadnought comes into play, sacrifice it unless you sacrifice any number of creatures with a total power 12 or greater.
Simple idea. Low mana to thump the opponent to death. This one can backfire since Pandemonium effects you both. Ideally you will have two Dreadnoughts in your hand when you play Pandemonium so you can deal 24 damage for just two mana. One rules errata to keep in mind is that if you do not sacrifice the 12 power worth of creatures to the Dreadnought then it does not come into play, thus not triggering Pandemonium.
Good support cards.
Blood Lust. 1 colorless and 1 red mana. Instant. If target creature has toughness 5 or greater, it gets +4 power -4 toughness until end of turn. Otherwise it gets +4 power -X toughness until end of turn, where X is its toughness minus 1.
Goblin Warrens. 2 colorless and 1 red mana. Enchantment. 2 colorless and one red mana sacrifice two goblins: put three 1 power 1 toughness goblin creature tokens into play.
Put as many 1 red casting cost goblins you feel you can afford into this thing. They will give you early speed, and a little defense early on as well.
Direct damage. Preferably low casting cost instants.
The idea behind this support is to provide screening, but in truth you can run over many players with a goblin horde all on it's own. Blood Lust can be used both on offense and defense, when a goblin suddenly has 5 power and kills the opponents big creature it can throw them off. The direct damage can be added in like this as well. Goblin Warrens adds longevity plus it activates Pandemonium 3 times each time you generate your 3 new goblins.
Other ways to go and/or things to do.
Winds of Change. 1 red mana. Sorcery. Each player shuffles his or hand into his or her library, then draws that many cards.
Ball Lightning. 3 red mana. Creature-Elemental. 6 power 1 toughness. Trample. Haste. End of turn, sacrifice ball lightning.
Power Surge. 2 red mana. Enchantment. At the beggining of each player's upkeep, power surge deals X damage to that player, where X is the number of untapped lands he or she controlled at the beggning of this turn.
Manabarbs. 3 colorless and 1 red mana. Enchantment. Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
Zuran Orb. 0 mana. Artifact. Sacrifice a land: you gain 2 life.
Almost every time I have seen this deck do well it was a single color red deck. The reason is that it is a simple staight line damage machine and that is what red is designed to do. All of the cards I mentioned in the "Other ways to go" are not needed, simply put they are different ways to try keeping the opponent off guard while you pummel them to death. Any extra creature enchantments that give bonus to power are always welcome. Maybe you can work this out with another creature type such as Giants or Elementals. Any way you go with this it will get people's attention when you get to deal out 24 damage with two mana… sacrificing one Dreadnought to another. For me this has always been a fun deck idea. Enjoy.
————Grey