Mono-red · Hot potato · 24 players

Bombbomb

A mono-red shared deck format that's blowing up right now. (get it?)

Bomb Squad — art by the Brothers Hildebrandt
Mono-red Hot potato Skip your attack step 2–4 players Light the fuse Hand it back Mono-red Hot potato Skip your attack step 2–4 players Light the fuse Hand it back

The only rule

Skip your
attack step.

No combat. The only way anyone takes damage is the bomb going off in the wrong hands.

The engine

How it works

Bomb Squad — {3}{R} Creature — Dwarf 1/1view on Scryfall ↗

Every copy of Bomb Squad is a lit fuse. It taps to drop a fuse counter on any creature, and every upkeep those counters multiply:

  • {T}: Put a fuse counter on target creature.
  • At the beginning of your upkeep, put a fuse counter on each creature with a fuse counter on it.
  • Whenever a creature has four or more fuse counters on it, remove all fuse counters from it and destroy it. That creature deals 4 damage to its controller.

The kicker: when a creature hits four fuse counters, it’s destroyed and deals 4 damage to its controller — not whoever lit it. So the whole game is a hot potato: fuse a creature, then use Harmless Offering, Wrangle, Portent of Betrayal, and Reroute to shove the ticking bomb across the table before it blows in your face.

Setup

Players & life

Bombomb plays with 24 players. More hands to pass the bomb to — so the table starts lower the bigger it gets.

2 players
20
starting life
3 players
12
starting life
4 players
8
starting life

96 cards · Mono-red

The decklist

96cards

The deck is 96 cards on purpose — add 1 Goblin Bomb per player (up to 4) and you're at a clean 100 sleeved.

🛒 Create your own — add all 96 to TCGplayer

The Bomb

The namesake. Everything else exists to make it someone else's problem.

  • 10Bomb Squadticks fuse counters; at 4 it blows for 4 to its controller

Pass the Potato

Donate, steal, and redirect — get the fused creature onto the other side before it detonates.

Removal & Reach

Card Advantage

Ramp & Untap

Untap Bomb Squad to fuse twice a turn; ramp to power the engine.

Lands

Swap-ins

Maybe board

Not in the list, but on-theme — more impulse draw to keep the gas flowing, and more ways to change who owns the ticking bomb.

More impulse draw

Red card advantage that plays from exile — keep the gas flowing.

More ownership swaps

Extra ways to hand the ticking bomb to someone else.

Alternate format

bigbombomb

Bombomb, but there's a second fuse on the table.

Play the standard 96-card bombomb deck plus one Goblin Bomb per player — so the whole table is sleeving a clean 100. Now there are two fuses ticking at once: Bomb Squad's counters on creatures and Goblin Bomb's coin-flip counters on itself, which can end the game outright with a 20-damage payoff. Everything else (including the skip-your-attack-step rule) stays the same.

+1Goblin Bombper player
Goblin Bombart: Ron Spencer