MagicField guides
BR

Void

Black–Red (BR)

Attack with a workable creature curve and turn warp casts or profitable sacrifices into stronger removal and growing threats.

Designed56.0% game win · 50,389 games · +0.7 vs 55.3% average · Premier Draft, Jul 29–Sep 1, 2025 · 17Lands ↗
Mode

How it wins

Attack with a workable creature curve and turn warp casts or profitable sacrifices into stronger removal and growing threats.

Early
Develop an early creature and the colored mana your hand needs.
Middle
Warp Red Tiger Mechan before combat. Its printed haste adds pressure, the warp cast upgrades Plasma Bolt, and void is ready for Skittermaw’s end step.
Finish
Attack with a workable creature curve and turn warp casts or profitable sacrifices into stronger removal and growing threats.

What it needs

Commit when repeated useful cards and enough support make a complete deck in these colors.

Four checks while you draft

  1. 1
    A functional opening

    Can I affect the board before the payoff?

    A cheap answer or finishing damage spell. Arrange a nonland departure or warp cast first when you need three damage rather than two.

  2. 2
    The cards that make it work

    Do my actual cards enable this plan?

    Warp Red Tiger Mechan before combat. Its printed haste adds pressure, the warp cast upgrades Plasma Bolt, and void is ready for Skittermaw’s end step.

  3. 3
    Interaction and a finish

    Can I stop their strongest play and finish a stalled game?

    Attack with a workable creature curve and turn warp casts or profitable sacrifices into stronger removal and growing threats.

Choose the missing job before another reward that needs it.

What to take next

The key card is present but its support is thin.

Prioritize useful support such as Plasma Bolt or Red Tiger Mechan.

Warp Red Tiger Mechan before combat. Its printed haste adds pressure, the warp cast upgrades Plasma Bolt, and void is ready for Skittermaw’s end step.

Your deck already enables the plan but is losing the early turns.

Take a castable early creature or efficient answer before a second expensive payoff.

A land leaving is insufficient for void, and most warp creatures lack haste. Read the actual permanent before planning an immediate attack.

The support is missing

Favor independently useful creatures and interaction if the narrow support does not arrive.

Signals to watch
  • More than one late card such as Plasma Bolt or Red Tiger Mechan is stronger evidence than one gold card.

Repeated useful cards are clues, not proof that the colors are open.

Don’t
Avoid the setup mistake

A land leaving is insufficient for void, and most warp creatures lack haste. Read the actual permanent before planning an immediate attack.

Playing against this plan

Force removal before void is enabled when possible. Remove the growing payoff before its end step instead of counting on countering a warped spell to turn void off.

Best commons & uncommons

17Lands ↗ · Jul 29–Sep 1, 2025 · at least 100 card-in-hand instances in this pair’s no-splash decks. Choose the job your deck needs first.

Bombs in these colors

Elegy AcolyteElegy Acolyte 2BBLifelink stabilizes, a connecting creature earns a card, and void can leave an extra Robot each end step. Arrange a nonland departure before the end step and keep enough attackers to threaten the combat-damage reward. The draw trigger is once per combat-damage event, not per creature.Sunset SaboteurSunset Saboteur 1BMenace and a discard ward cost make this an awkward early threat, but each attack puts a counter on an opposing creature. Choose the least dangerous legal recipient and reconsider attacks that would grow their best blocker beyond your removal.Nova HellkiteNova Hellkite 3RRIts printed haste makes warp a genuine immediate aerial attack, and the entry damage can finish a small or already damaged creature. Compare the three-mana temporary attack with paying five to retain the Dragon. Warp normally exiles it before the next opponent turn.Possibility TechnicianPossibility Technician 2RIts entry and later Kavu entries bank exiled cards without a turn deadline, provided you control a Kavu when playing them. Warp can supply an early card, but once it leaves you need another Kavu or must recast it before those cards are playable. Land plays still follow normal limits.Warmaker GunshipWarmaker Gunship 2RDeploy expendable artifacts before it when the extra entry damage changes a kill. The Gunship counts itself as an artifact, then needs six station counters before it is a flying creature. Keep blockers while charging it rather than relying on its future body immediately.Celestial ColonnadeCelestial Colonnade A tapped white-blue land becomes a flying vigilant threat for five mana. It can tap for mana after attacking because vigilance kept it untapped, but activating it does not protect it from creature removal. Do not animate a land that entered this turn and expect it to attack.

17Lands Premier Draft ↗ · Jul 29–Sep 1, 2025 · 100-instance minimum

Cards for this pair

Worked turns

1 examples

Examples apply the printed rules; judge the board, costs and timing.

Use the interaction

  1. Warp Red Tiger Mechan before combat. Its printed haste adds pressure, the warp cast upgrades Plasma Bolt, and void is ready for Skittermaw’s end step.
  2. A land leaving is insufficient for void, and most warp creatures lack haste. Read the actual permanent before planning an immediate attack.

Adapt the plan to your format

One-pickSealed
With one pick, fill the missing early play, answer or support card before adding another narrow payoff. The plan must work without drawing its key card.Compare complete builds from the cards you opened. Keep the castable curve and interaction even if the draft theme is only partly supported.

More card pairings

Rules for every deck →What every two-color deck needs before the plan: early plays, answers, a curve and mana · BuildOpen the workshop →