You know Blood Moon, right?

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Originally released in The Dark, Blood Moon was the first greedy mana base limiter in Magic history — one could argue that the first would be Strip Mine, but the land released in Antiquities is closer to the first pure mana denial card — and because of it, several formats need to reconsider the way they build their lists.
In Legacy, the enchantment is accompanied by Wasteland and prevents the format from being composed of Goodstuff Piles. An example of when it was possible to get around this restriction was during the period in which Arcum’s Astrolabe was legal and enabled different variants of the deck known as SnowKo — Astrolabe ended up being banned for making access to colors too easy and bypassing the restrictions that Legacy imposes.
Blood Moon has also been a part of Modern since its inception and has always been a sideboard staple with the same goal: the more mana-hungry your list was, the more the enchantment could seal the game against you, to the point that some lists would run Desperate Ritual and Simian Spirit Guide to play it on turn one and try to pull “anti-game” wins due to the format’s reliance on Fetch Lands.
Today, it remains in the same slot it has always been and helps keep strategies like Eldrazi Ramp, Tron, Four-Color Goodstuff, and even Domain Zoo in check, while benefiting two-color lists like Boros Energy and, in the past, Rakdos Evoke and Izzet Murktide — coincidentally, a blue variant of Magus of the Moon was released in Modern Horizons 3 and became a staple of Dimir Murktide for the same reason.
Pioneer does not have Blood Moon. Therefore, the format's mana base, which lacks Fetch Lands since they've been banned since day one, is basically made up of the most efficient amount of dual lands and Triomes you can run, with the guarantee that you won't be punished for it — in fact, you wouldn't be until a few weeks ago.

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Heated debates about the power level of Red Aggro in Standard and Pioneer have been growing in recent weeks. The reason is twofold: the lack of bans in Standard, where there is a demand for Monstrous Rage and Up the Beanstalk to leave the format, and the results of the last Arena Championship, where the majority of the Top 8 was made up of the new version of Mono Red Aggro, which I call Mono Red Lynx because it is the differentiator when compared to previous variants.
The basics of the lists follow the same mold that Kristoffer Lindqvist used to win Arena Championship 8, with differences including the Sideboard and the flexible slots between Bonecrusher Giant and Greasewrench Goblin.
In essence, this version is a Mono Red Mice — with the same cards as Standard — running a more efficient late-game bomb with Sunspine Lynx, with the main reason being that it provides what Red Aggro lacks most: reach and resilience.
Mono Red Mice is very fast. A sequence of Heartfire Hero followed by Manifold Mouse and Monstrous Rage on the following turn already guarantees up to 17 damage on the third turn if there is no response, and even if this initial plan is interrupted in some way, Emberheart Challenger and Screaming Nemesis keep the pressure on in the later turns.
The problem, however, is from the fifth turn onwards. If you have pressured the opponent and been aggressive in every play, your breath is running out from that moment on, and Sunspine Lynx is the tool to close this game because Pioneer, naturally, is not used to taking care of its mana base to avoid being punished. After all, these effects did not exist in the format.

Despite the differences in power level, an interesting way to look at Mono Red Lynx is that it follows a structure very similar to Ramunap Red, the deck that crowned Paulo Vitor Damo da Rosa as champion of Pro Tour Ixalan in 2017 — an amalgamation of a fast and explosive early game with a late-game reach above average for Red Aggro.
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In this case, Sunspine Lynx is the equivalent of Hazoret the Fervent by Pioneer standards — a card that will ideally have an immediate impact the moment it enters, greatly increases the damage potential the archetype can do in longer matchups, and is highly resilient against most removal in the format today: Fatal Push requires a sacrifice to work, it bypasses Anoint with Affliction, Fiery Temper, Torch the Tower, Nowhere to Run, and your opponent doesn't want to bounce it.
Furthermore, even if your opponent immediately deals with Lynx, it has already done its job and dealt four to five damage the moment it hit the board. A second copy of it can easily finish the game from that point on.
Since the Arena Championship, Mono Red Lynx has grown in the Pioneer Metagame to the point of making up the entire Top 4 of the April 4 Challenge and being the most played deck with over 30% share — it's worth noting that the numbers from one event do not specifically represent the overall health of the format, but they do set the precedent for a wider popularization of an archetype and the demand for the Metagame to adapt.
If you enjoy playing Pioneer today and winning, you'll probably need to include Mono Red as part of the matchups you're preparing against, and unlike the Prowess or Go-Wide variants, this version requires a two-pronged setup: having enough cheap removals to deal with early-game aggression while avoiding getting locked into a life gain by Screaming Nemesis that turns Sunspine Lynx into the inevitability.

How to Counter Mono Red Lynx
To counter the new Mono Red, you need a mix of the following elements, or at least two of them.
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If you play blue, there's no shortage of options for dealing with the mid- and late-game problem: from counterspells like Change the Equation to trigger-blocking Sunspine Lynx with Tishana's Tidebinder, there's no shortage of methods for solving Mono Red's late-game problems.

On the other hand, the early game requires a secondary color that works accordingly: white for Temporary Lockdown and Beza, the Bounding Spring, red for Torch the Tower, black for Fatal Push, and more.
The problem lies with the other colors: not all of them have efficient tools to hold the early game — that's where Mono Red preys upon them in most matches — or they don't have the means to prevent the combination of Screaming Nemesis and Sunspine Lynx from ending the game as it goes on.
In this case, going faster is an option.
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It doesn't matter if your opponent is planning to Sunspine Lynx for five damage if you deal 13 damage with a guaranteed eight more the next turn with Parhelion II, or constantly negate their damage with Valor's Flagship every turn — your opponent's resources are finite, yours will last as long as Greasefang, Okiba Boss is in play.
There are other archetypes that can achieve the same result, but not all of them have the same interactive potential as Mardu Greasefang: Transmogrify to Valgavoth, Terror Eater or Atraxa, Grand Unifier on turn four can do the same thing, and Nykthos Ramp can just put so much pressure on the board in a single turn that your opponent's actions are irrelevant, with the advantage that your mana base isn't punished as much by Sunspine Lynx.
And that brings us to the third point.

Sunspine Lynx is so good in Pioneer because the format isn't used to making concessions in the mana base. Look at any two-color list, and if you find four basic lands, that's a lot.
Blood Moon's lack of effects makes players want to optimize their options between Duals, utility lands, manlands, Field of Ruin, and so on. And if your list has more than two colors, there may not be enough reason to have more than the occasional copy of a basic land to counter Field of Ruin — Sunspine attacks this very essence of the format.
The answer comes down to two options: play lists less susceptible to this hate, like Nykthos Ramp, Mono White Humans, and Mono Black Midrange, or adapt your mana base to include more basic lands at the expense of excessive color efficiency.
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Does your list really need those copies of Sulfurous Springs? Is that Takenuma, Abandoned Mire doing enough in your list besides being a Glorified Swamp? Will that copy of Stormcarved Coast make a big difference if it's a Mountain? Do you need four copies of Mutavault for what you're trying to do? Is Castle Locthwain a good card in the circumstances of a more aggressive Metagame?

All of the above examples come from concessions. Others include extending the viability of Fabled Passage to other lists that run Slow Lands, for example. After all, a few small points of less damage can make a huge difference between winning or losing against Mono Red Lynx's late-game plan, and as irrelevant and offensive as it may seem to shape your mana base by a card, that's been the nature of other formats for years because of Blood Moon.
Will Mono Red Lynx be banned?
It's too early to say that Mono Red Lynx will dominate Pioneer to the point that Wizards will need to intervene. It's the new trend in the format and, just like the Bounce lists, it will need to prove its worth in the larger scope as players adapt their decks and find counter-archetypes to play.
There is, however, one point that we should pay close attention to: the current iteration of Mono Red has two cards that go against both of Pioneer's core and the most effective response window against Red Aggro in history.

Screaming Nemesis has an ability that we haven't seen since Stigma Lasher in Eventide: it locks the opponent's chance of gaining life for the rest of the game. Personally, I consider this type of game design to be a gross mistake by today's standards — if you want to lock life gain forever, create a Planeswalker that creates this emblem, not a creature that establishes a game state that is difficult to remember without some permanent marker, and especially a creature that punishes blocks with this drawback.
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It is the backbone of why it is so difficult to counter Red Aggro in Standard and Pioneer today, and while I don't consider its banning necessary today in either format, its design presents a very high risk for a non-rotating format.

Whether Sunspine Lynx remains will depend on how Wizards wants to handle the mana base issue in Pioneer. Like Screaming Nemesis and several other creatures in the current game design, Lynx has a very strong effect with a very efficient body for a low by its standards cost. A 5/4 for that deals four or more damage the moment it enters the board and also prevents life gain would have been considered a bit much in the past.
However, its success is entirely due to how well-positioned it is in a format that has never faced efficient nonbasic land hate before. This is the first time that Pioneer has had to, for good reason, worry about how many utility lands to put in its lists, instead of just swapping Swamps and Mountains for Sulfurous Springs for the sake of consistency.
Lynx, and other cards that may come out with the same effect over the years, play an essential role in monitoring and punishing the greedy mana base that Pioneer has grown accustomed to in the absence of a Blood Moon.
Maybe the problem is the soup of abilities combined with its ETB, or the fact that it's a creature, or even that it doesn't give your opponent choices. Perhaps, the problem is that it's a creature: think of cards like Burning Earth: the enchantment has been legal in Pioneer since day one and has never appeared in the Sideboards or Maindeck of any list because a four-mana enchantment that gives your opponent choices is not where Red Aggro wants to be.
I don't believe in banning Sunspine Lynx or Screaming Nemesis today, but there's plenty of time (and two sets) until the next Banned and Restricted announcement on June 30th. Until then, Pioneer can adapt, create new proposals, strategies, or even fix its manbase so as not to be punished by the closest thing to a Blood Moon we've ever had in the format.
If it doesn't and Mono Red Lynx becomes the new deck to beat — and it's showing good signs of doing so — it's likely that some intervention will happen given recent results and Wizards' increased focus on intervening in Standard and Pioneer during the upcoming ban window.
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Until then, rethink your mana bases, your early game interactions, and how to prevent Screaming Nemesis from dealing noncombat damage to you.
Thanks for reading!
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