I really like Boon Satyr in a deck like this. It puts on a decent clock just by itself, and is even better if we get to the point where we can bestow it. Has anyone else tested it?
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Ive been doing some testin with my own list. It's very similar to yours, but I run a single Deaths Shadow. It's amazing with Athreos out, and gives you an alternate win con wwith Varolz if he's in the graveyard.
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So I just recently found this thread and immediately fell in love with the deck. I've always loved the idea of superfriends, but never really thought it was a (semi)budget option. Huge props for coming up with this. Anyway, i'm running a slightly more optimized version of your list, with Thundermaw instead of Spark Trooper and Consecrated Sphinx. Anyway, my current list.
I have no idea how to build the mana base and would really appreciate some help... I can't afford fetch lands, but have shocks, filters, manlands, checklands. Any advice on that from anyone? It would be much appreciated.
This is the first time I've seen a list posted using ADC rules, is the format popular?
The format is still small, but it is growing really quickly. Tournaments have been running once a month for only a few months. Have you played the format?
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I made some extra changes to the deck. Added a few more creatures, as i found my creature count was a bit lacking. I took out a few LD spells because I found i was either getting too many per game and not enough threats to finish, or not enough and they got around my sub-par threats. So i've fixed that and in testing against Rafiq and Glissa, it comes up about even. So more testing is needed.
Anyway, changes I've made so far:
-1 Dwarven Miner
-1 Ravenous Baboons
-1 Annihilating Fire
-1 Molten Rain
-1 Boom // Bust
-1 Scorched Earth
-1 Deus of Calamity
+1 Life from the Loam
+1 Domri Rade
+1 Thundermaw Hellkite
+1 Mistcutter Hydra
+1 Stromkirk Noble
+1 Birds of Paradise
+1 Terravore
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I mean, you can Crucible+fastbond in that format with a fetch and pump out 10 lands for a paltry 20 life. You can do that turn 1. The availability of broken plays like that really screw with what you're trying to accomplish here.
My meta is fast. But every single deck is fast. With the right build, Zur can be a consistent turn three play. But lets be realistic here. 10 lands turn one? God hand. One game in a million. And if that happens, I scoop and admit that it was just TOO good. However, like I said. Every deck is fast. I'm still missing Fastbond, Mana Crypt, Sol Ring (which is in there now. YAY!), Mox Diamond, Domri for CA, Pod for tutors, and more. I plan to make this a fast deck. It's just not quite there yet. But we'll get there. Eventually.
Speaking of which, I would still play Zur in a tournament setting, especially with that banlist.
Zur will still be my go to deck until this is optimized. It's so good in this format. Necropotence, Bitterblossom, Vanishing, Pemmin's. That combination of cards will beat almost everything bar MW, and there's a 15 card sideboard for that.
Heartwood Storyteller seems extremely out of place
Decimate (How often are all 4 permanent types controlled by your opponent?)
Lava Blister (Giving your opponent the choice almost always makes a card bad - especially in a format with 30 life)
Price of Progress (a sweet card, but counterintuitive in a land destruction deck)
Heartwood Storyteller has already been replaced. I agree, it wasn't great. However it seems like a good sideboard card against a counterspell heavy deck. Wydwen is the deck to beat in our meta.
Decimate is a house! I definitely can see why I shouldn't play it, but the pros definitely outweigh the cons at this stage.
Lava Blister i agree with and is out as well. The choice was too easy. And the 6 life was nice, but not enough to warrant a spot.
Price of Progress holds the same fate as Heartwood Storyteller; the sideboard. Three colour decks hate to see it. I hate to see it against anything less than three colours.
I tried running more LD, but i just found that with more, the deck lacked answers to threats other decks might drop. Removal is lacking in these colours as it is.
I'm not a huge fan of Charmbreaker Devils. It seems kinda..... forced. So far, I've found that the beats just happen. Destroy their land, and they have a very empty board for a lot of the game. This usually means open swings for Radha or 'Goyf for Thrun.
Terravore is an obvious one. I can't believe i forgot that. He'll be going right in.
Hua Tuo..... I'm not sold. I can see how he would be good, but this deck doesn't really care about losing creatures. Although it does give more graveyard shenanigans.... I'll test him out. Could be good.
Thanks for the response, would love to see your decklist to compare.
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Hey guys. So i've been playing Zur recently and, while very competitive, it just isn't very.... fun. It plays the same game every time and while very good, I'm bored and want something new to play. So I thought Radha, Heir to Keld was a perfect choice for commander. I love turning creatures sideways.
While the deck is designed to be fun for me, it is also designed to be very competitive. Land destruction is not the most loved strategy, but it wins. Radha provides good colours for the best LD spells, and allows reliable acceleration into them to allow for a consistent turn three mana denial plan.
Before anybody mentions banlist problems, i'm running off my local banlist, which allows a lot more than the French banlist. Here's the banlist for those that are interested: http://www.nextlevelgames.com.au/2013/05/01/99bossrules/
So this deck focuses pretty heavily on the mana disruption plan. My meta is very greedy when it comes to three colour generals, so this is a very viable plan. I realise i am missing a few key cards though, such as Blood Moon and MotM, TecEdge and Ghost Quarter, as well as a few agressive one drops (Goblin Guide an the likes) although advice on how many and which one drops to run would be greatly appreciated.
I'm not playing a usual all-in aggressive Radha deck, this is a bit more controlling, with lots of creatures and LD. The damage just accumulates slowly turn by turn and eventually i build up enough of a board to run the opponent over. Individual match-ups will come, as i test our against different decks.
Any advice on cuts and additions are welcome though. I'm always happy to admit my deck isn't perfect.
Personally, i think Ruhan should be built as a pure control build, rather than the aggro-control decklist this seems to be. Patriot colours lend themselves to pure control really well. White provides great spot removal and utility creatures, blue for counters, and red gives sweet burn.
I would suggest removing creatures like Geist and Mirran Crusader. They are awesome cards, but not the ideal play here. I would rather draw-go, leaving my mana open for counters and removal. This is a deck that wins on General damage. Control the board until it's safe to play Ruhan, then swing three times. No need for little beaters earlier in the game.
Your counter package needs a little work if you go down the control path as well. I love Daze, but not everyone does. Also, Remand should be an auto include in any blue control deck. Force Spike and Mana Tithe are also surprisingly effective, and Glen Elendra Liege is a personal favourite of mine.
Hope i've given you something to think about. I'm building a Ruhan list as well at the moment, although I've taken mine more controlling. So that's why i'm a little biased.
Good luck and keep us updated on any changes.
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So guys, just saw the Theros spoiler and am very much liking the look of Thassa as an alternate finisher to Zur. I'm thinking I may give her a whirl when the set comes out and see how it goes. What's your opinions?
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Hey guys. Pretty new to the forum. My photoshop skills are quite dodgy so I was wondering about making requests? I wanna make a pimped out EDH deck and need a Super art Ruhan. I have looked through some of the thread, but nearly 200 pages is a lot to go through. If one has already been posted, a link to it would be great as well. Thanks guys.
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I'm gonna have to agree with g0rb here. He and I both play in the same meta, and there is so much enchantment removal in decks it's ridiculous. A lot of the time, to set up a win, Back to Basics will be my best bet. To get that out consistently, Diplomatic Immunity will probably be a better bet than Pemmin's Aura,
Yes, in decks lacking in creature and/or enchantment removal (do these even exist?), or against mono-coloured decks like Talrand where Back to Basics won't be very effective, Pemmin's Aura will be a better choice, but otherwise, Diplomatic Immunity is the first aura to hit the table.
Thanks for the suggestions though.
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Vanishing is so much worse than Pemmins Aura. I wouldn't run both. I only use Pemmin's Aura and its been working just fine.
I kinda agree with you, but there are situations where Vanishing is fantastic. If the opponenet wraths, and you have Vanishing on the field, you phase Zur, and he comes back next turn all hunky dory
I can see where you are coming from, but I have to disagree. There is a reason the banning of Vanishing in the French meta really crippled Zur decks, and seeing as it's not banned in my meta, I'm gonna milk the hell out of it
Thanks for all your suggestions
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1 Elspeth, Knight-Errant
3 Ajani Vengeant
3 Jace Beleren
3 Gideon Jura
Removal (13):
4 Lightning Bolt
4 Path to Exile
3 Lightning Helix
2 Oblivion Ring
3 Izzet Charm
3 Snapcaster Mage
2 Thundermaw Hellkite
Lands (26):
4 Hallowed Fountain
4 Sacred Foundry
4 Steam Vents
4 Celestial Colonnade
2 Glacial Fortress
2 Sulfur Falls
2 Clifftop Retreats
2 Plains
1 Island
1 Mountain
I have no idea how to build the mana base and would really appreciate some help... I can't afford fetch lands, but have shocks, filters, manlands, checklands. Any advice on that from anyone? It would be much appreciated.
The format is still small, but it is growing really quickly. Tournaments have been running once a month for only a few months. Have you played the format?
Anyway, changes I've made so far:
-1 Dwarven Miner
-1 Ravenous Baboons
-1 Annihilating Fire
-1 Molten Rain
-1 Boom // Bust
-1 Scorched Earth
-1 Deus of Calamity
+1 Life from the Loam
+1 Domri Rade
+1 Thundermaw Hellkite
+1 Mistcutter Hydra
+1 Stromkirk Noble
+1 Birds of Paradise
+1 Terravore
My meta is fast. But every single deck is fast. With the right build, Zur can be a consistent turn three play. But lets be realistic here. 10 lands turn one? God hand. One game in a million. And if that happens, I scoop and admit that it was just TOO good. However, like I said. Every deck is fast. I'm still missing Fastbond, Mana Crypt, Sol Ring (which is in there now. YAY!), Mox Diamond, Domri for CA, Pod for tutors, and more. I plan to make this a fast deck. It's just not quite there yet. But we'll get there. Eventually.
Zur will still be my go to deck until this is optimized. It's so good in this format. Necropotence, Bitterblossom, Vanishing, Pemmin's. That combination of cards will beat almost everything bar MW, and there's a 15 card sideboard for that.
I really appreciate the insight though.
Heartwood Storyteller has already been replaced. I agree, it wasn't great. However it seems like a good sideboard card against a counterspell heavy deck. Wydwen is the deck to beat in our meta.
Decimate is a house! I definitely can see why I shouldn't play it, but the pros definitely outweigh the cons at this stage.
Lava Blister i agree with and is out as well. The choice was too easy. And the 6 life was nice, but not enough to warrant a spot.
Price of Progress holds the same fate as Heartwood Storyteller; the sideboard. Three colour decks hate to see it. I hate to see it against anything less than three colours.
I have made some changes outside these.
Out:
-1 Llanowar Elves
-1 Birds of Paradise
-1 Seismic Spike
-1 Heartwood Storyteller
-1 Lava Blister
-1 Hero of Oxid Ridge
-1 Forest
+1 Sol Ring
+1 Lightning Strike
+1 Annihilating Fire
+1 Stormbreath Dragon
+1 Skullclamp
+1 Grim Lavamancer
+1 Command Tower
Other cards I'm considering removing at this stage:
-Price to Progress
-Wreak Havoc
-Stormblood Berserker
-Vexing Shusher
Anyway, loving the suggestions so far. Keep 'em coming guys.
I'm not a huge fan of Charmbreaker Devils. It seems kinda..... forced. So far, I've found that the beats just happen. Destroy their land, and they have a very empty board for a lot of the game. This usually means open swings for Radha or 'Goyf for Thrun.
Terravore is an obvious one. I can't believe i forgot that. He'll be going right in.
Hua Tuo..... I'm not sold. I can see how he would be good, but this deck doesn't really care about losing creatures. Although it does give more graveyard shenanigans.... I'll test him out. Could be good.
Thanks for the response, would love to see your decklist to compare.
While the deck is designed to be fun for me, it is also designed to be very competitive. Land destruction is not the most loved strategy, but it wins. Radha provides good colours for the best LD spells, and allows reliable acceleration into them to allow for a consistent turn three mana denial plan.
Before anybody mentions banlist problems, i'm running off my local banlist, which allows a lot more than the French banlist. Here's the banlist for those that are interested: http://www.nextlevelgames.com.au/2013/05/01/99bossrules/
Without further ado, heres my Radha decklist.
1 Radha, Heir to Keld
Creatures (27)
1 Experiment One
1 Grim Lavamancer
1 Birds of Paradise
1 Stromkirk Noble
1 Tarmogoyf
1 Orchish Settlers
1 Vexing Shusher
1 Dwarven Blastminer
1 Scavenging Ooze
1 Flinthoof Boar
1 Scryb Ranger
1 Stormblood Berserker
1 Fauna Shaman
1 Lotus Cobra
1 Eternal Witness
1 Goblin Ruinblaster
1 Terravore
1 Hellrider
1 Ghor-Clan Rampager
1 Vengevine
1 Thrun, the Last Troll
1 Avalanche Riders
1 Bloodbraid Elf
1 Stormbreath Dragon
1 Acidic Slime
1 Thundermaw Hellkite
1 Inferno Titan
1 Mistcutter Hydra
Planeswalker (1):
1 Xenagos, the Reveler
1 Domri Rade
Enchantments (2):
1 Shivan Harvest
1 Sylvan Library
Artifacts (4):
1 Crucible of Worlds
1 Umezawa's Jitte
1 Sol Ring
1 Skullclamp
Instants (10):
1 Lightning Bolt
1 Magma Jet
1 Beast Within
1 Worldly Tutor
1 Searing Spear
1 Price of Progress
1 Magma Spray
1 Crop Rotation
1 Lightning Strike
Sorceries (16):
1 Green Sun's Zenith
1 Life from the Loam
1 Raze
1 Mwonvuli Acid Moss
1 Flame Slash
1 Pillage
1 Ice Storm
1 Wreak Havoc
1 Stone Rain
1 Winter's Grasp
1 Decimate
1 Hull Breach
1 Regrowth
1 Thermokarst
12 Mountains
9 Forests
1 Gaea's Cradle
1 Cavern of Souls
1 Taiga
1 Stomping Ground
1 Command Tower
1 Windswept Heath
1 Wooded Foothills
1 Misty Rainforest
1 Arid Mesa
1 Scalding Tarn
1 Bloodstained Mire
1 Verdant Catacombs
1 Wasteland
1 Dust Bowl
1 Treetop Village
1 Barbarian Ring
1 Kessig Wolf Run
1 Dryad Arbor
So this deck focuses pretty heavily on the mana disruption plan. My meta is very greedy when it comes to three colour generals, so this is a very viable plan. I realise i am missing a few key cards though, such as Blood Moon and MotM, TecEdge and Ghost Quarter, as well as a few agressive one drops (Goblin Guide an the likes) although advice on how many and which one drops to run would be greatly appreciated.
I'm not playing a usual all-in aggressive Radha deck, this is a bit more controlling, with lots of creatures and LD. The damage just accumulates slowly turn by turn and eventually i build up enough of a board to run the opponent over. Individual match-ups will come, as i test our against different decks.
Any advice on cuts and additions are welcome though. I'm always happy to admit my deck isn't perfect.
I would suggest removing creatures like Geist and Mirran Crusader. They are awesome cards, but not the ideal play here. I would rather draw-go, leaving my mana open for counters and removal. This is a deck that wins on General damage. Control the board until it's safe to play Ruhan, then swing three times. No need for little beaters earlier in the game.
I agree with Arcadus and would definitely add Aven Mindsensor, and would personally remove Geist of Saint Traft, Mirran Crusader, Gilded Drake, Phyrexian Metamorph, Stonehewer Giant, Sun Titan and Trinket Mage.
I would replace all of these with Planeswalkers. Jace, Architect of Thought works quite well.
Your counter package needs a little work if you go down the control path as well. I love Daze, but not everyone does. Also, Remand should be an auto include in any blue control deck. Force Spike and Mana Tithe are also surprisingly effective, and Glen Elendra Liege is a personal favourite of mine.
Hope i've given you something to think about. I'm building a Ruhan list as well at the moment, although I've taken mine more controlling. So that's why i'm a little biased.
Good luck and keep us updated on any changes.
I'm gonna have to agree with g0rb here. He and I both play in the same meta, and there is so much enchantment removal in decks it's ridiculous. A lot of the time, to set up a win, Back to Basics will be my best bet. To get that out consistently, Diplomatic Immunity will probably be a better bet than Pemmin's Aura,
Yes, in decks lacking in creature and/or enchantment removal (do these even exist?), or against mono-coloured decks like Talrand where Back to Basics won't be very effective, Pemmin's Aura will be a better choice, but otherwise, Diplomatic Immunity is the first aura to hit the table.
Thanks for the suggestions though.
I kinda agree with you, but there are situations where Vanishing is fantastic. If the opponenet wraths, and you have Vanishing on the field, you phase Zur, and he comes back next turn all hunky dory
I can see where you are coming from, but I have to disagree. There is a reason the banning of Vanishing in the French meta really crippled Zur decks, and seeing as it's not banned in my meta, I'm gonna milk the hell out of it
Thanks for all your suggestions