
As many of you know Wizards of the Coast has invited 8 MTGO players (John Baichtal, Sam McCarl, Hamtastic, One Million Words, Bubba0077, Dangerlinto, SpikeBoyM and Tweaker) to participate in the 2009 Magic Online Community Challenge Cup held at the Wizards of the Coast home office in Renton, WA (Yah a vacation!!).
But Houston, we have a problem. One of our teammates, John Baichtal, has hit one of the penicle roadblocks he could have faced. See, John is the victum of not being able to enjoy the MTGO experience until he gets to Renton, WA. John of course, is a Mac guy. That's right. A Mac. Sure he could use Parallels, VMware Fusion or any other windows emulator to get on MTGO but we're working on that for him.
In the meantime, I've been practicing the Red Deck Wins deck for him to learn and study it for him. The result of my hours of practice is this guide that I give to him until he's able to get onto MTGO himself and practice. So first lets look at the deck.
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As you can see this deck is pretty straight forward. It has a beautiful mana curve with a lot of beatdown options on turn 3. Here's a simple breakdown of some key drops that I've learned.
Turn 1

Don't be afraid to drop Goblin Guide and swing. Yes it lets you peak into your opponents top of the deck and it also possibly help them thin their deck if that card is a land. But use this information to your advantage though. If it's a land, so you gave them a turn 1 land, why not? They're at 18 now. All the other 1 drops, Burst Lightning and Lightning Bolt are your bread and butter cards. These are mighty powerful for either straight to the face or board control. I've won many of games simply holding onto these cards then when they're at 7 or 8 life, Burst Lightning, Burst Lightning then Lightning Bolt. Send the home crying. Another key thing though that I've learned. If you have board control (meaning you have more creatures out than he does) and you can get in more damage by killing 1 of his creatures, do so but use a 1 spell only strategy, meaning, use either Lightning Bolt (3) or Burst Lightning (2) to gain the advantage. If you dropped a Hell's Thunder and he has no defense, hold these 1 drops.
Turn 2
vs 
You're going to love this here. Yes, Plated Geopede is a kick butt card, absolutely. Get him out as quick as possible so you can drop a land next turn and swing for 3. But here's something I've picked up about this card. People, fear it. Mainly for its First strike ability. But you have to think about widdling your opponent down to 0 life as quick as possible. If he has a creature without First strike or a defense of 1, drop the Hellspark Elemental down and swing. At the two drop, even if he blocks with it the Hellspark Elemental just dealt him 2 damage and he has no creatures on their side. Remember, Unearth is your friend here. If he keeps playing CIPT lands and not playing anything, play the Plated Geopede. Now something I picked up from the experts. If the player is playing White and they play Path to Exile on your Hellspark Elemental and you have a 1 drop that can deal damage (with either Burst Lightning or Lightning Bolt, target your Hellspark Elemental. His Unearth ability will still be available to you next turn and their Path to Exile was for nothing. If they target the Hellspark Elemental after its been Unearthed, of course, take the free land by all means.

If you have this card in your hand though at the 2nd turn, absolutely play the Plated Geopede. Your 3rd turn will spank them hard by dropping this land turn 3, targeting your Plated Geopede (5/3 with First strike) and then drop your Hellspark Elemental. You just dealt a potential 8 damage there. That's just rude.
Turn 3
VS 
This here is a pretty simple straight forward decision as well. If you have 3 open red mana on the board and they have creatures (they better or they're dead) go for maximum damage here. Ball Lightning is a simple straight 6 damage. Even if they do have a creature on board, drop this and get that damage in as quick as possible. 6 is a lot of damage from a single card. However, there's a small draw back. He can only be played once. Hell's Thunder can possibly deal 8. It's all about the options though. Me, I prefer playing Ball Lightning on turn 3 and hold the Hell's Thunder, play him on turn 4 for 4, then turn 5 unearth him for another 4. That's 6 + 4 + 4 = 14 damage for just the 3 drops here, not to mention what you already have on board already or what could be in your graveyard. RDW is about speed of death but there's a tempo to it as well. If they are playing White, most likely you'll see things like Path to Exile on their side.
Turn 4
As I mentioned in the previous turn, if you have Hell's Thunder here, play him. I don't have a problem with Elemental Appeal by no means, he's a nice 7/1 with Trample but it all depends on what your opponent is playing. If he's playing Blue or White control cards, I'd rather him target the Elemental Appeal which is a one time shot spell vs a card that can be unearthed. This turn is also based on what you have in the graveyard, on the board and in your hand. You'll have to see if you're getting aggro or control from your opponent to make your decisions.
Turn 5
Your opponent may have just dropped a nice fatty with 4 defense by this point. You wouldn't happen to still have that Burst Lightning on you? If you do, hold on to it. Pass to his turn. Let him go to his combat step and attack. Unless he has triggered abilities like Exalted, fry that creatures tail with the instant R + 4 for 4 damage. Or, if you can go for the win, do it.
Tricks
Of course there are some tricks to this deck.

Teetering Peaks is the new kid on the block. His CIPT but give a creature +2/+0 is pretty awesome for a common. If on Turn 3, you have 2 open Red mana and in your hand you have a Hellspark Elemental and a Teetering Peaks, drop the Hellspark Elemental FIRST then play Teetering Peaks. Your Hellspark Elemental just became a 5/1 as opposed to a 3/1. 5 damage better than 3.

Yes I have much love for this card. If I have this in my hand first turn and no Goblin Guide, I'm dropping this card. There's only 1 in the deck and he's best played early on in the game. The 2nd turn you have 2 Red Mana available to cast something. If he's played late game and your opponent hasn't destoryed you, he's ok but you have to wait till the next turn to possibly drop a Mountain and deal that 3 damage. Valakut, the Molten Pinnacle is fun in that way.

Don't be afraid to play Obsidian Fireheart. While he's powerful at the four drop, there's only 1 in the entire deck so I didn't add him to that turn report for a reason. The only caviat to him is his activated ability. He doesn't have to be in play for the blaze counter to trigger. ALWAYS target a dual or tri land. Harrow is a popular card in this format. Players would gladly sacrifice a basic land with a blaze counter on it over a dual or tri land. Use this to your advantage. But don't go overly excited with it though. It costs 1RR to use. If I can play a spell for board control or damage or casting a creature, I'd rather him be a 4/4 fatty than the "I can ping you for 1, ha ha". He's an honorable mention at best but again, that's why there's only 1 in the deck.

If you've played your cards right and are stacked against the wall but keep drawing into mana, don't be afaid of Banefire. He's probably your best surprize here. Dropping this spell on Turn 6 or greater is complete rediculous as "If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented. So get rid of that Baneslayer Angel if you want. Hopefully you'll have great control of the board the entire game and this will just be the ultimate smack in the face.
This deck is speedy fast. Turn 4 and 5 wins is very much par for this deck. The hardest part I found was dealing with White and Blue control cards followed by the annoying Black Vampires. That freakin Vampire Nighthawk is just, rude. I have to go at it with a Lightning Bolt or 2 Burst Lightning to get rid of it.
The Sideboard

If they are playing any kind of dual or tri lands, sideboard this guy in. He is absolutely sick. Target tri lands before dual lands and always look to see which mana color you can screw them over on. Red and White are your best best stopping cards like Path to Exile, Lightning Bolt, Blightning and other rude cards. Just swap out the Goblin Guides here maybe?

This is probably a simple solution here. Change the Resounding Thunder with Chandra Nalaar. Being able to deal up to 6 damage on the 5 drop is better than the 3 damage on the 3 drop.

If they are playing cards like Safe Passage (3 drop), Angelsong (2 drop) or anything that prevents damage that prevents damage because of the speed of your deck this card is going to annoy the snot out of them. Remember, a concede is still a win here.
and 
Are they gaining life on you at your expense? Then swap out for Punishing Fire and Act of Treason. He would be mainboard but for only 2 damage with a possible reoccurance, it's better to give than to receive. If they're gaining life, how are they gaining life? Maybe a Rhox War Monk or worse, Baneslayer Angel? Well grab that Rhox War Monk or Baneslayer Angel for yourself and lay the smackdown with their own creatures.
Does anyone else have any tips or suggestions for John as to how to play this deck? Please feel free to make any comments below.