Although the community on mtg salvation has changed greatly over the years once in awhile I feel a desire to post an update of my current project. I'm not going to post my godo list atm. Today you have the opportunity to look at my Radha deck-list. Radha's power comes from being able to adapt and play a multitude of roles depending on your opening hand. One game you can be extremely aggressive, others you can grind out a win with your superior card selection. Other games you'll just win with the combo win. Let me state that scapeshift is not the primary combo (Scapeshift is sooo 2010). I'm open to suggestions but as you'll find out that the deck-list is extremely tight!
Plan A Combo: Kiki-jiki/Splinter Twin Targeting Zealous Conscripts (Tooth and Nail = WIN, No Pestermite Needed)
Plan B HOOOF: Play Craterhoof Behemoth and Yell HOOOOF as loudly as possible.
Some Synergies to be aware of:
Birthing Pod + 4cc creatures makes birthing pod into Zealous Conscripts to untap pod and if you by chance have another 4cc creature you auto win.
Survival + Squee
Goblin Rabble Master + Deck. Seriously this guy is a powerhouse, he makes a dude the turn he comes out. Combine with Hellrider, Cradle or even a skull-clamp for pure win. He also makes dudes for craterhoof and he only makes OTHER goblins attack. Thank you wizards.
Burning Tree Shaman + Nykthos: God's are terrible. I want to love the Mono Red god, even the RG one but they are way too slow and do nothing. Radha is a high impact deck. Burning Tree shaman is everything you want manamorphose to be. Combine with Kikijiki or Nykthos to net mana. Leads to epic plays and really makes the deck explode.
Master of the Wild Hunt + Wolfir Silverheart
Zealous Conscripts Untaps Cradle.
Simian Spirit Guide + Elvish Spirit Guide: Unless your casting Radha Turn 1 you should be casting these fellows or discarding them to Faithless Looting or Fauna Shaman/Survival. Remember Craterhoof wins.
Tricks with Radha's RR
Expedition Map
Sensei's Divining Top
Ancient Grudge
Punishing Fire/Bolt/Burst Lightning
Survival Activation w/Fire-lit Thicket
Nykthos
Krosan Tusker
Inferno Titan Pump
Kessig
Yavimaya Elder Activation
Realms Uncharted
Barbarian Ring/Forgotten Cave Activation
Chord of Calling
Matchups: Know that I'm not giving percentages just my general opinion of the more common match-ups. Know that any competent pilot can win with any pile. Never underestimate your opponent unless he's playing Grenzo.
Grenzo get's put in his place vs Radha. Seriously Proceed to laugh as you play higher impact spells for the entire match
Marath is seriously radha with white. Hope you have a pithing needle/revoker and win as fast as possible. Not a favorable match-up because in a creature mirror having Jitte as a general has some benefits.
Reanimator: Stingscourger, If they reanimate Grizzy you probably lose no matter what. You do have Threaten effects to swing the game in your favor. Play aggressive and hope they don't OOPS win. Seriously Grizzy should be banned.
Azami Style Combo: Your the aggro deck. Get access to cavern of souls and the match up becomes easier. You'll realize why Mindclaw Shaman is in the deck when you proceed to cast whatever bombtastic spell in their hand.
Iname: Your not winning unless you can seriously steal a match. Not only does he have all the tools to keep you back, he has a combo win that you can't really disrupt. Obviously play the match but know that Evergreen does not care about anything you play. You need your heavy hitters to win here (Asceticism, Birthing Pod, Survival). Hope you top deck them and they don't start in your opener.
Azusa: This might as well be the Monogreen Mirror. Race to the HOOF. You have burn spells to disrupt Tatomas but his end game is better. The longer you can keep him mid game where you excel the better. Stingscourger rocks vs eldrazi potentially giving you another turn to combo. Suprisingly Threaten effects on eldrazi don't matter. Wolfir Silverheart Rocks.
Oloro- Their deck can contain anything. Mostly it's either pure control or reanimator. If it's control play your walkers and grind it out.
Animar: Your removal is very live against him. If your not playing against jester you probably should win most matches. I'm sure Jester could probably win more games than the average player.
Rafiq.bant.dec- Prepare for an intense game. Whoever mess's up first loses. Keep a removal heavy hand.
I posted my list as a treat for some of the fans of EDH out their that can truly appreciate a 99! For those of you out their that are interested in my playgroup atm it contains the following: Azusa, Zurgo Helmsmasher, Captain Sissay, Niv-Mizzet, Azami, Kalia, Oloro
Patch
-Karn
-Aether Vial
-Pithing Needle
-Price of Progress
-Bane of Progress
-Garruk Primal Hunter
I'm glad that's by far the only issue with the deck. I was hoping a fresh eyes on the internet would do some good, but not a single suggestion :/.
I'm currently considering Brutalizer Exarch over Bane of progress due to the increased amount of artifacts since the deck list's original inception. In addition he can help set up the combo with Kiki-jiki while acting as a pod trigger from acidic slime. The other weak card in the deck list is gyre sage. Not because she's bad but she messes up the momentum you get from having Radha as your general. She not only forces you into a wrath able board state, she takes away from having Radha as the general.
Your list is ok-ish. Having the same roster package from other Radha list... from 4 drops to Ever's old Radha hyper aggro (which is a bane to my existence and the only that version of Radha that I find it annoying).
Question:
How's Aether Vial? Everytime I asked someone how that card's performance in any deck, they told me it doesn't do well.
I'm very interested in hearing what cards make the 99 ok-ish? However I do appreciate you taking some time to post some suggestions. What cards seem ok-ish? Feel Free to post. Below I try to explain my thought process about some of your suggestions. Feel Free to counter argue/agree.
Question: How's Aether Vial? Every-time I asked someone how that card's performance in any deck, they told me it doesn't do well.
Aether Vial is always a mixed bag. Your running the card for it's mid game value. After turns 3-4 topdecking a vial isn't the best draw. Think of it as a Reusable Dark Ritual. Radha surprisingly is a mana hungry deck. When I lose games, I'm generally not out of cards but unable to cast the spells in my hand. This was added to fix that while providing another way to sneak the combo in vs hard control decks where you have the luxury of letting vial tick up. It is neat that you can Vial in Zealous Conscripts and untap Vial to then put Kiki-Jiki into play. Although it's not the strongest card I will continue to eye it as it's inclusion in the deck is relatively new (under 3 months). The games I with an early vial have always been in my favor. Vial's power level sky rockets when you have an active survival/fauna shaman or you draw an Imperial Recruiter.
The reason these cards are not in the deck are simply due to power level reasons. Cliffrunner Behemoth and Rubblebelt Raiders do not match up to the power level of Hellrider/Flametongue Kavu. Although at first glance it may appear that I'm lacking aggressive 4 drops. However time has proven again and again that dropping a planeswalker and making a dude not only supports Cradle, Hoof, But is an aggressive start that does not over-commit against a wrath effect.
For the longest Time my deck had a Dragon. In theory Stormbreath Dragon is synergistic with Radha's Mana, and Thundermaw Hellkite a potential silver bullet against bitterblossom. However these creatures do not matter with a life total of 30, they might appear that they are working but even Radha and one of these dragons are not enough to even close out a game. Hellrider has larger impact on an opponents life total and is a 4 drop that synergies with tokens! I've even tried Urabrask the hidden and he suffers from the same flaws.
In EDH you have to go big. That's why Wolfir Silverheart is surprisingly the strongest 5cc beater. At least Wolfir Silverheart Provides +4/+4 on the turn he has summoning sickness and then threatens to swing for 8 more damage. In addition Zealous Conscripts finishes the 5cc Beater package. She not only has utility, is a combo piece, It threatens an opposing creature. If i steal a 2/2 I still do the same amount of damage to an opponent as a Thundermaw Hellkite AND i threaten a next OOPS I win.
Bloodbraid Elf
I'm glad you brought that up. As a classic staple in most GR lists you really have to understand that playing 4 mana for an irrelevant creature and getting a random spell is not what it's chalked up to be. At first glance you might compare Bloodbraid Elf to Hellrider, however one is a mini Craterhoof Behemoth while the other might get you a irrelevant spell. This is not constructed where I can include creatures with haste or multiple 3 mana planeswalkers. Usually I'll hit a utility spell that isn't useful at this point in the game. This is magnified when Casting Bloodbraid Elf turn 3.
Scroll up and take a quick glance through my 4 drops. All of them have a much greater impact on the game. They also all do what I want. If I cast Flametongue Kavu you better believe I wanna kill a mana dork or general. If I play Solemn you better believe It's a good turn to be able to tap out and accelerate. Another Minor Point is that not only is it not effective with birthing pod, but out of the entire deck list It will never be tutored for. Not once. Not in any situation.
Stonewright, Briarhorn
Stonewright is another in theory card. The only redeeming quality he has is that he dies to skullclamp. Usually if Radha lives I'm pumping out a 4 drop. Attacking with Radha on turn 3 is situational and depends on the hand. If I didn't run Simian Spirit Guide or Elvish Spirit Guide then perhaps, But Goblin Guide and Stonewright don't offer enough damage or board presence to justify their inclusion. Briarhorn is neat but Kessig Wolf Run has been printed. If my opponent does play an opposing blocker, at that point I should transition my game plan using Radha's mana rather than trying to make a pump spell work. In singleton Briarhorn is way to situational and does not offer enough to justify it's inclusion.
Blood Moon Magus of the Moon Tangle Wire
All of the above are usually staples in most deck lists that contain mountains. What I'm going to say might not resonate right away. Competent Pilots don't lose to Blood Moon Effects any more. Even against Oloro where in theory it will be the most useful tool, the fact that I played a spell that does nothing to the board is exactly what he hopes I do. The problem is Timing. My General is Radha, which means that I'll be playing Magus of the Moon the next turn. 2 2/2's equate 0 pressure and are solved by a timely wrath. At least if I played a planeswalker I'd have a reusable source of card advantage. It also turns off Kessig and Cradle which are powerhouse lands.
As you might have noticed that all of the 4cc Land Destruction dudes have all left the deck! I've even cut goblin ruinblaster! I get the hype behind Tanglewire, but if my opponent lets me have a 3 power creature and resolve Tanglewire I've already won. The problem with these cards are their timing/effect. Out of all three of these I think I would play Stranglehold.
Price of Progress, Arc-Slogger, Char
If anyone is still reading my post I have not considered price of progress. I will promptly add it to the original list in place of Gyre Sage. I believe that the effect can close out a game (100x better of a way to interact with an opponents non-basics). The mere fact that I can redirect the damage to a planeswalker in a close match is WIN. Thanks for the suggestion Ikarou
Char is Burst Lightning But playable Turn 1. I'll take that flexibility against a deck with mana dorks any day! As in for the argument more burn is better, Find room :)!
Arc-Slogger is Not Bad at all. He was in my list for a very long time. He's honestly the hardest card to find words for on my I removed him from the deck-list. A combination of not mattering in most match-ups and Radha excelling against match-ups he's good summarizes it neatly.
I hope I explained my thinking well enough through text. I look forward to suggestions to cut and to add!
You have to remember that those cards that I've suggested are the same crap that Ever's been using on his Radha whenever he and I are battling like crazy. Despite it's been a while since we've last faced with him using Radha, those cards are force to be reckon with.
No other version Radha came close on giving me a hard time other than Ever's Radha.
Heck, Ever's reasoning for running Archwing are those pesky sweepers. Even I find it amazing that in a race against damage, casting 4 per turn just for the dragon to return is really annoying and painful... for the opponent.
Even as lowly as Stonewright which is really a hidden gem for Radha.
Briarhorn, lol, I remember getting smacked by him and Ever didn't bother with the Evoke cost.
------------
You have to remember, Marath's weakness is its land resources (especially on top tier Marath decks)... he has less R arsenal than GW so turning his lands into mountains can give us (as a Marath player) a headache. Same goes with Ruination which Evergreen even run in his deck.
For Tangle Wire, Ever is abusing mana dorks. In addition, with Hellrider in tow, mana dorks can give more pinging power.
As for PoP, I didn't notice that you've run that card.
You have to remember that those cards that I've suggested are the same crap that Ever's been using on his Radha whenever he and I are battling like crazy. Despite it's been a while since we've last faced with him using Radha, those cards are force to be reckon with.
No other version Radha came close on giving me a hard time other than Ever's Radha.
Heck, Ever's reasoning for running Archwing are those pesky sweepers. Even I find it amazing that in a race against damage, casting 4 per turn just for the dragon to return is really annoying and painful... for the opponent.
Even as lowly as Stonewright which is really a hidden gem for Radha.
Briarhorn, lol, I remember getting smacked by him and Ever didn't bother with the Evoke cost.
Your arguments nonexistent, I tried to explain my counter argument to you but you responded to me with fanboy-ism. You might as well have told me that "your mom goes to college". You have the perspective of perhaps a couple of matchup's. I believe the main strength of my build is it's ability to win VS any deck. However I maintain the aggressive mid-game that Radha excels at without playing the chaff. It's totally alright to argue with me about a point, but please explain your thought process out.
On the subject of Manadorks (1cc)
The reason I don't play manadorks is because it literally takes away from the strengths of playing Radha over Marath. A consistent Mid-Game. If I played mana dorks obviously it leads to playing Marath or another G/x deck. I'm not arguing whether or not which deck is better. However what I am discussing is the cards that benefit Radha as an overall archetype. In what scenario does playing a manadork turn one benefit radha? The only situation is when Radha gets countered/destroyed, which in fact is a good thing. Replay her, playing manadorks takes away the benefit from the General Rule. I want to gain maximum advantage from playing Radha as my general. I already include cultivate/kodama's reach as a way to rebuild if Radha is disrupted. Don't be fooled thinking that the staples of the format belong in every deck.
Why No LD
Radha excels at the mid game. Turns 3,4,5 you dominate the board and your opponent has to have a tuned deck in order to simply compete. A common assumption is that Land Destruction keeps your opponent back so you can lengthen the mid game. However that simply doesn't apply in practice. When you play a LD spell your opponent still gets Mana to work with on his turn. This is another turn to potentially stabilize. I acknowledge that a timely Ruination has the ability to completely wreck an UNPREPARED opponent. However I'm Radha and theirs a stereotype out their on what it potentially contains (LD, MOON effects) which automatically causes an opponent to fetch for basics. My opponent is able to react with fetch's and get the appropriate basics. Signets are the most common form of acceleration in non-green decks and they automatically fight off a blood moon.
This doesn't even factor in how terrible Goblin Settler, Goblin Ruin-blaster and Avalanche Riders are in top deck mode. I believe that pairing Land destruction with Green's ramp is not the most effective list. Sure that deck can win, but when it loses it doesn't even put up a fight.
I'd rather spend the mid game making dudes, destroying specific creatures and utilizing the power behind green's late game (Tooth and Nail+ Crater Hoof). By doing so I can transition still win when the game goes long by ensuring the minimal cards I draw are dead.
Marath Matchup
I do appreciate the advise about the manabase. The deck is fully capable of disrupting the manabase with a wasteland + eternal witness. I will take that into consideration as I plan out my turns. Although Phyrexian Revoker/Pithing Needle are not the best tools for the job their roles are universal and help all matchup's.
It's more or less my personal experience with tons of different Radha. To me, one Radha player managed to give me a lot of fun and have close game and cringed when he used it. I'm just giving my insight to some decks that I'm fond and hate. To me, aggro Radha are often the worst mu for me when I play MW or any other decks that I've played from time to time.
For mana dorks, having them in there making sure that midrange cards can get out early. In addition, they're good enough to clamp incase you need to refill your hand. Even playing against Marath, a timely drop is crucial. Which is the same as Jester dropping Animar when playing against someone with a Jitte and a burn card and still win. You can perform the essential decision to use an insignificant dork.
For Moon cards, it's an ideal card to stop most of the top tier decks. So far, Marath suffers the most when they don't have access to their most common color which always a nonR. Even in early games, they'll lose their tempo if they decided to search basic. Blood cards are essential in the competitive setting since most top tier cards are often run basics. When it comes to LD, just keep Ruination.
With me playing Marath, I lost to a good game when a Radha player moon-ed me on early turn because I kept debating if I need to grab a nonbasic land because I need something to drop immediately or just grab a basic. In addition, you have to remember that dorks are easy kill and a Marath's land roster consist of 2-6 basic lands (3 on a very average ratio) depending on the local meta. More if you're running a cheap version of it. So if you're ahead and you're afraid that he'll go combo on you, a mass land swipe can slow him down. So for Marath, kill/empty everything else but not Marath. That's how I lost when I play Marath.
For Vial, I still think that it's not a good card in a competitive setting. Early turns are good, but mid to late, they're dead weight. But how often do you have that card in your opening hand with enough creatures to utilize it? Heck, I've used that artifact when I first started and I don't have the luck on using it so I ended up dropping it altogether.
The list aims to combo in a color without ways to disrupt except mana denial/screw? Blood cards are red's best tools in fighting others. It's always wise to check into cards that have been tested very useful.
In a way, it will be good facing opponents that know Radha LD, they will be wary of the usual plays and will be caught unaware of what your list truly does. But that's it.
I believe these changed really add more consistency to the deck. Worldly Tutor and Primal Command have been in and out of the Deck, However I have been wanting more tutors to help enable the combo or access silver bullets. Primal Command can also Function as a Mwvolni Acid Moss. Worldly Tutor is essentially a way to ensure a 4 drop that is crippling or fetch a Burning Tree Emmissary. This is all pre-Radha. At a point I was worried about the Card Disadvantage but I'm not to worried. Bonus Points for Casting Worldly Tutor and activating a Domri.
Chandra, Pyromaster is essentially a Domri #2. I will miss Karn but Chandra, Pyromaster fills the needs of the deck in a much better fashion. I'm not quite sure why I haven't considered her before. These eyes can be blind sometimes.
Brutalizer Exarch is pretty much fantastic. He Tucks and/or Tutors. He's also splinter Twin Compatible. I can Tuck, Tuck, and then tutor. I know some of you might be yelling Win more but it does come up!
The best card I believe I'm adding that is very Radha specific is Triumph of Ferocity. Although it's not aggressive it is a "Phyrexian Arena". It takes advantage of Radha being bigger than mana dorks in the early stages of the game. Combine it with other creatures and even a Wolfir Silverheart things get gravy. I also think that this accomplishes the role much better than Garruk Primal Hunter could.
Lignify is going back in the deck but without his buddy Treefolk Harbinger. Radha Struggle with the endgame creatures that are titanic. Plus its good vs Reanimator and anything that can't be burned out.
@Kriggy: Yes that is true. But why can't this be accomplished with a HellRider/Wolfir Silverheart. Wolfir Silverheart is fetchable with a Green Sun's Zenith. Did he bounce my Radha with Jace and I played a non creature spell the last turn? How do I ensure I have access to Thundermaw that turn and cast it.
@ninjajinx I would only run Magus of the moon and that's a maybe. See above for my counter argument. What do you suggest that I replace for the magi first of all?
With all the changes you've made, I'm curious with some of your cards in your current list. Such as Realms instant and the Ascetism enchantment, how much impact does it create once cast them? Why dropping Needle?
I know that you don't want to tally your score but it gives the reader a sense of your deck's ability and skill when it comes to different opponents. For example, you found out that you can win a full control or a reanimator if you do that one thing that you didn't realize that it works even you have a really bad match up with Iname or a MW before. Making a full report is also fun for readers who don't usually play that certain commander.
Radha In all of her Glory
4 Forest
2 Mountain
1 Taiga
1 Grove of the Burnwillows
1 City of Brass
1 Karplusan Forest
1 Command Tower
1 Stomping Ground
1 Mana Confluence
1 Reflecting Pool
1 Mossfire Valley
1 Fire-Lit Thicket
1 Raging Ravine
1 Rootbound Crag
1 Copperline Gorge
1 Forgotten Cave
1 Tranquil Thicket
1 Treetop Village
1 Wooded Foothills
1 Misty Rainforest
1 Verdant Catacombs
1 Windswept Heath
1 Barbarian Ring
1 Gaea's Cradle
1 Cavern of Souls
1 Yavimaya Hollow
1 Wasteland
1 Inkmoth Nexus
1 Kessig Wolf Run
1 Nykthos, Shrine to Nyx
Creatures 32
1 Dryad Arbor
1 Phyrexian Revoker
1 Stingscourger
1 Fauna Shaman
1 Scavenging Ooze
1 Tarmogoyf
1 Burning-Tree Emissary
1 Lotus Cobra
1 Goblin Rabblemaster
1 Elvish Spirit Guide
1 Yavimaya Elder
1 Simian Spirit Guide
1 Squee, Goblin Nabob
1 Reclamation Sage
1 Fierce Empath
1 Imperial Recruiter
1 Eternal Witness
1 Huntmaster of the Fells
1 Solemn Simulacrum
1 Flametongue Kavu
1 Master of the Wild Hunt
1 Hellrider
1 Zealous Conscripts
1 Wolfir Silverheart
1 Kiki-jiki, Mirror Breaker
1 Mindclaw Shaman
1 Acidic Slime
1 Brutalizer Exarch
1 Inferno Titan
1 Primeval Titan (If multiplayer Ban-list promptly replace with a Sol Ring)
1 Krosan Tusker
1 Craterhoof Behemoth
1 Survival of the Fittest
1 Sylvan Library
1 Lignify
1 Triumph of Ferocity
1 Splinter Twin
1 Asceticism
1 Mirri's Guile (Sensei's Divining Top)
Artifacts (4)
1 Skullclamp
1 Expedition Map
1 Umezawa's Jitte
1 Birthing Pod
Planeswalker (5)
1 Domri Rade
1 Garruk Wildspeaker
1 Sarkhan Vol
1 Xenagos, the Reveler
1 Chandra, Pyromaster
Instant (9)
1 Crop Rotation
1 Worldly Tutor
1 Lightning Bolt
1 Burst Lightning
1 Punishing Fire
1 Ancient Grudge
1 Beast Within
1 Realms Uncharted
1 Chord of Calling
Sorcery (8)
1 Faithless Looting
1 Green Sun's Zenith
1 Mizzium Mortars
1 Life from the Loam
1 Cultivate
1 Kodama's Reach
1 Primal Command
1 Tooth and Nail
Plan A Combo: Kiki-jiki/Splinter Twin Targeting Zealous Conscripts (Tooth and Nail = WIN, No Pestermite Needed)
Plan B HOOOF: Play Craterhoof Behemoth and Yell HOOOOF as loudly as possible.
Some Synergies to be aware of:
Birthing Pod + 4cc creatures makes birthing pod into Zealous Conscripts to untap pod and if you by chance have another 4cc creature you auto win.
Survival + Squee
Goblin Rabble Master + Deck. Seriously this guy is a powerhouse, he makes a dude the turn he comes out. Combine with Hellrider, Cradle or even a skull-clamp for pure win. He also makes dudes for craterhoof and he only makes OTHER goblins attack. Thank you wizards.
Burning Tree Shaman + Nykthos: God's are terrible. I want to love the Mono Red god, even the RG one but they are way too slow and do nothing. Radha is a high impact deck. Burning Tree shaman is everything you want manamorphose to be. Combine with Kikijiki or Nykthos to net mana. Leads to epic plays and really makes the deck explode.
Master of the Wild Hunt + Wolfir Silverheart
Zealous Conscripts Untaps Cradle.
Simian Spirit Guide + Elvish Spirit Guide: Unless your casting Radha Turn 1 you should be casting these fellows or discarding them to Faithless Looting or Fauna Shaman/Survival. Remember Craterhoof wins.
Tricks with Radha's RR
Expedition Map
Sensei's Divining Top
Ancient Grudge
Punishing Fire/Bolt/Burst Lightning
Survival Activation w/Fire-lit Thicket
Nykthos
Krosan Tusker
Inferno Titan Pump
Kessig
Yavimaya Elder Activation
Realms Uncharted
Barbarian Ring/Forgotten Cave Activation
Chord of Calling
Matchups: Know that I'm not giving percentages just my general opinion of the more common match-ups. Know that any competent pilot can win with any pile. Never underestimate your opponent unless he's playing Grenzo.
Grenzo get's put in his place vs Radha. Seriously Proceed to laugh as you play higher impact spells for the entire match
Marath is seriously radha with white. Hope you have a pithing needle/revoker and win as fast as possible. Not a favorable match-up because in a creature mirror having Jitte as a general has some benefits.
Reanimator: Stingscourger, If they reanimate Grizzy you probably lose no matter what. You do have Threaten effects to swing the game in your favor. Play aggressive and hope they don't OOPS win. Seriously Grizzy should be banned.
Azami Style Combo: Your the aggro deck. Get access to cavern of souls and the match up becomes easier. You'll realize why Mindclaw Shaman is in the deck when you proceed to cast whatever bombtastic spell in their hand.
Iname: Your not winning unless you can seriously steal a match. Not only does he have all the tools to keep you back, he has a combo win that you can't really disrupt. Obviously play the match but know that Evergreen does not care about anything you play. You need your heavy hitters to win here (Asceticism, Birthing Pod, Survival). Hope you top deck them and they don't start in your opener.
Azusa: This might as well be the Monogreen Mirror. Race to the HOOF. You have burn spells to disrupt Tatomas but his end game is better. The longer you can keep him mid game where you excel the better. Stingscourger rocks vs eldrazi potentially giving you another turn to combo. Suprisingly Threaten effects on eldrazi don't matter. Wolfir Silverheart Rocks.
Oloro- Their deck can contain anything. Mostly it's either pure control or reanimator. If it's control play your walkers and grind it out.
Animar: Your removal is very live against him. If your not playing against jester you probably should win most matches. I'm sure Jester could probably win more games than the average player.
Rafiq.bant.dec- Prepare for an intense game. Whoever mess's up first loses. Keep a removal heavy hand.
I posted my list as a treat for some of the fans of EDH out their that can truly appreciate a 99! For those of you out their that are interested in my playgroup atm it contains the following: Azusa, Zurgo Helmsmasher, Captain Sissay, Niv-Mizzet, Azami, Kalia, Oloro
Patch
-Karn
-Aether Vial
-Pithing Needle
-Price of Progress
-Bane of Progress
-Garruk Primal Hunter
+ Lignify
+ Chandra Pyromaster
+ Triumph of Ferocity
+ Worldly Tutor
+ Primal Command
+ Brutalizer Exarch
#Another Awesome Deck-list by yours Truly
Hidetsugu - Combo Damage
Ezuri - Elfball
Theorycrafting:
Selvala - "A hunter must hunt."
Selvala - Budget
I'm currently considering Brutalizer Exarch over Bane of progress due to the increased amount of artifacts since the deck list's original inception. In addition he can help set up the combo with Kiki-jiki while acting as a pod trigger from acidic slime. The other weak card in the deck list is gyre sage. Not because she's bad but she messes up the momentum you get from having Radha as your general. She not only forces you into a wrath able board state, she takes away from having Radha as the general.
Pretend Sensei's Divining Top is a Mirri's Guile btw.
So essentially I have a Free Slot, not including an suggestions!
Question:
Suggestions:
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Question: How's Aether Vial? Every-time I asked someone how that card's performance in any deck, they told me it doesn't do well.
Aether Vial is always a mixed bag. Your running the card for it's mid game value. After turns 3-4 topdecking a vial isn't the best draw. Think of it as a Reusable Dark Ritual. Radha surprisingly is a mana hungry deck. When I lose games, I'm generally not out of cards but unable to cast the spells in my hand. This was added to fix that while providing another way to sneak the combo in vs hard control decks where you have the luxury of letting vial tick up. It is neat that you can Vial in Zealous Conscripts and untap Vial to then put Kiki-Jiki into play. Although it's not the strongest card I will continue to eye it as it's inclusion in the deck is relatively new (under 3 months). The games I with an early vial have always been in my favor. Vial's power level sky rockets when you have an active survival/fauna shaman or you draw an Imperial Recruiter.
Cliffrunner Behemoth,Rubblebelt Raiders, Archwing Dragon, Thundermaw Hellkite, Stormbreath Dragon and Friends
The reason these cards are not in the deck are simply due to power level reasons. Cliffrunner Behemoth and Rubblebelt Raiders do not match up to the power level of Hellrider/Flametongue Kavu. Although at first glance it may appear that I'm lacking aggressive 4 drops. However time has proven again and again that dropping a planeswalker and making a dude not only supports Cradle, Hoof, But is an aggressive start that does not over-commit against a wrath effect.
For the longest Time my deck had a Dragon. In theory Stormbreath Dragon is synergistic with Radha's Mana, and Thundermaw Hellkite a potential silver bullet against bitterblossom. However these creatures do not matter with a life total of 30, they might appear that they are working but even Radha and one of these dragons are not enough to even close out a game. Hellrider has larger impact on an opponents life total and is a 4 drop that synergies with tokens! I've even tried Urabrask the hidden and he suffers from the same flaws.
In EDH you have to go big. That's why Wolfir Silverheart is surprisingly the strongest 5cc beater. At least Wolfir Silverheart Provides +4/+4 on the turn he has summoning sickness and then threatens to swing for 8 more damage. In addition Zealous Conscripts finishes the 5cc Beater package. She not only has utility, is a combo piece, It threatens an opposing creature. If i steal a 2/2 I still do the same amount of damage to an opponent as a Thundermaw Hellkite AND i threaten a next OOPS I win.
Bloodbraid Elf
I'm glad you brought that up. As a classic staple in most GR lists you really have to understand that playing 4 mana for an irrelevant creature and getting a random spell is not what it's chalked up to be. At first glance you might compare Bloodbraid Elf to Hellrider, however one is a mini Craterhoof Behemoth while the other might get you a irrelevant spell. This is not constructed where I can include creatures with haste or multiple 3 mana planeswalkers. Usually I'll hit a utility spell that isn't useful at this point in the game. This is magnified when Casting Bloodbraid Elf turn 3.
Scroll up and take a quick glance through my 4 drops. All of them have a much greater impact on the game. They also all do what I want. If I cast Flametongue Kavu you better believe I wanna kill a mana dork or general. If I play Solemn you better believe It's a good turn to be able to tap out and accelerate. Another Minor Point is that not only is it not effective with birthing pod, but out of the entire deck list It will never be tutored for. Not once. Not in any situation.
Stonewright, Briarhorn
Stonewright is another in theory card. The only redeeming quality he has is that he dies to skullclamp. Usually if Radha lives I'm pumping out a 4 drop. Attacking with Radha on turn 3 is situational and depends on the hand. If I didn't run Simian Spirit Guide or Elvish Spirit Guide then perhaps, But Goblin Guide and Stonewright don't offer enough damage or board presence to justify their inclusion. Briarhorn is neat but Kessig Wolf Run has been printed. If my opponent does play an opposing blocker, at that point I should transition my game plan using Radha's mana rather than trying to make a pump spell work. In singleton Briarhorn is way to situational and does not offer enough to justify it's inclusion.
Blood Moon Magus of the Moon Tangle Wire
All of the above are usually staples in most deck lists that contain mountains. What I'm going to say might not resonate right away. Competent Pilots don't lose to Blood Moon Effects any more. Even against Oloro where in theory it will be the most useful tool, the fact that I played a spell that does nothing to the board is exactly what he hopes I do. The problem is Timing. My General is Radha, which means that I'll be playing Magus of the Moon the next turn. 2 2/2's equate 0 pressure and are solved by a timely wrath. At least if I played a planeswalker I'd have a reusable source of card advantage. It also turns off Kessig and Cradle which are powerhouse lands.
As you might have noticed that all of the 4cc Land Destruction dudes have all left the deck! I've even cut goblin ruinblaster! I get the hype behind Tanglewire, but if my opponent lets me have a 3 power creature and resolve Tanglewire I've already won. The problem with these cards are their timing/effect. Out of all three of these I think I would play Stranglehold.
Price of Progress, Arc-Slogger, Char
If anyone is still reading my post I have not considered price of progress. I will promptly add it to the original list in place of Gyre Sage. I believe that the effect can close out a game (100x better of a way to interact with an opponents non-basics). The mere fact that I can redirect the damage to a planeswalker in a close match is WIN. Thanks for the suggestion Ikarou
Char is Burst Lightning But playable Turn 1. I'll take that flexibility against a deck with mana dorks any day! As in for the argument more burn is better, Find room :)!
Arc-Slogger is Not Bad at all. He was in my list for a very long time. He's honestly the hardest card to find words for on my I removed him from the deck-list. A combination of not mattering in most match-ups and Radha excelling against match-ups he's good summarizes it neatly.
I hope I explained my thinking well enough through text. I look forward to suggestions to cut and to add!
No other version Radha came close on giving me a hard time other than Ever's Radha.
Heck, Ever's reasoning for running Archwing are those pesky sweepers. Even I find it amazing that in a race against damage, casting 4 per turn just for the dragon to return is really annoying and painful... for the opponent.
Even as lowly as Stonewright which is really a hidden gem for Radha.
Briarhorn, lol, I remember getting smacked by him and Ever didn't bother with the Evoke cost.
------------
You have to remember, Marath's weakness is its land resources (especially on top tier Marath decks)... he has less R arsenal than GW so turning his lands into mountains can give us (as a Marath player) a headache. Same goes with Ruination which Evergreen even run in his deck.
For Tangle Wire, Ever is abusing mana dorks. In addition, with Hellrider in tow, mana dorks can give more pinging power.
As for PoP, I didn't notice that you've run that card.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
Your arguments nonexistent, I tried to explain my counter argument to you but you responded to me with fanboy-ism. You might as well have told me that "your mom goes to college". You have the perspective of perhaps a couple of matchup's. I believe the main strength of my build is it's ability to win VS any deck. However I maintain the aggressive mid-game that Radha excels at without playing the chaff. It's totally alright to argue with me about a point, but please explain your thought process out.
On the subject of Manadorks (1cc)
The reason I don't play manadorks is because it literally takes away from the strengths of playing Radha over Marath. A consistent Mid-Game. If I played mana dorks obviously it leads to playing Marath or another G/x deck. I'm not arguing whether or not which deck is better. However what I am discussing is the cards that benefit Radha as an overall archetype. In what scenario does playing a manadork turn one benefit radha? The only situation is when Radha gets countered/destroyed, which in fact is a good thing. Replay her, playing manadorks takes away the benefit from the General Rule. I want to gain maximum advantage from playing Radha as my general. I already include cultivate/kodama's reach as a way to rebuild if Radha is disrupted. Don't be fooled thinking that the staples of the format belong in every deck.
Why No LD
Radha excels at the mid game. Turns 3,4,5 you dominate the board and your opponent has to have a tuned deck in order to simply compete. A common assumption is that Land Destruction keeps your opponent back so you can lengthen the mid game. However that simply doesn't apply in practice. When you play a LD spell your opponent still gets Mana to work with on his turn. This is another turn to potentially stabilize. I acknowledge that a timely Ruination has the ability to completely wreck an UNPREPARED opponent. However I'm Radha and theirs a stereotype out their on what it potentially contains (LD, MOON effects) which automatically causes an opponent to fetch for basics. My opponent is able to react with fetch's and get the appropriate basics. Signets are the most common form of acceleration in non-green decks and they automatically fight off a blood moon.
This doesn't even factor in how terrible Goblin Settler, Goblin Ruin-blaster and Avalanche Riders are in top deck mode. I believe that pairing Land destruction with Green's ramp is not the most effective list. Sure that deck can win, but when it loses it doesn't even put up a fight.
I'd rather spend the mid game making dudes, destroying specific creatures and utilizing the power behind green's late game (Tooth and Nail+ Crater Hoof). By doing so I can transition still win when the game goes long by ensuring the minimal cards I draw are dead.
Marath Matchup
I do appreciate the advise about the manabase. The deck is fully capable of disrupting the manabase with a wasteland + eternal witness. I will take that into consideration as I plan out my turns. Although Phyrexian Revoker/Pithing Needle are not the best tools for the job their roles are universal and help all matchup's.
For mana dorks, having them in there making sure that midrange cards can get out early. In addition, they're good enough to clamp incase you need to refill your hand. Even playing against Marath, a timely drop is crucial. Which is the same as Jester dropping Animar when playing against someone with a Jitte and a burn card and still win. You can perform the essential decision to use an insignificant dork.
For Moon cards, it's an ideal card to stop most of the top tier decks. So far, Marath suffers the most when they don't have access to their most common color which always a nonR. Even in early games, they'll lose their tempo if they decided to search basic. Blood cards are essential in the competitive setting since most top tier cards are often run basics. When it comes to LD, just keep Ruination.
With me playing Marath, I lost to a good game when a Radha player moon-ed me on early turn because I kept debating if I need to grab a nonbasic land because I need something to drop immediately or just grab a basic. In addition, you have to remember that dorks are easy kill and a Marath's land roster consist of 2-6 basic lands (3 on a very average ratio) depending on the local meta. More if you're running a cheap version of it. So if you're ahead and you're afraid that he'll go combo on you, a mass land swipe can slow him down. So for Marath, kill/empty everything else but not Marath. That's how I lost when I play Marath.
For Vial, I still think that it's not a good card in a competitive setting. Early turns are good, but mid to late, they're dead weight. But how often do you have that card in your opening hand with enough creatures to utilize it? Heck, I've used that artifact when I first started and I don't have the luck on using it so I ended up dropping it altogether.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier
In a way, it will be good facing opponents that know Radha LD, they will be wary of the usual plays and will be caught unaware of what your list truly does. But that's it.
Patch
-Karn
-Aether Vial
-Pithing Needle
-Price of Progress
-Bane of Progress
-Garruk Primal Hunter
+ Chandra, Pyromaster
+ Triumph of Ferocity
+ Worldly Tutor
+ Primal Command
+ Brutalizer Exarch
+ Lignify
I believe these changed really add more consistency to the deck. Worldly Tutor and Primal Command have been in and out of the Deck, However I have been wanting more tutors to help enable the combo or access silver bullets. Primal Command can also Function as a Mwvolni Acid Moss. Worldly Tutor is essentially a way to ensure a 4 drop that is crippling or fetch a Burning Tree Emmissary. This is all pre-Radha. At a point I was worried about the Card Disadvantage but I'm not to worried. Bonus Points for Casting Worldly Tutor and activating a Domri.
Chandra, Pyromaster is essentially a Domri #2. I will miss Karn but Chandra, Pyromaster fills the needs of the deck in a much better fashion. I'm not quite sure why I haven't considered her before. These eyes can be blind sometimes.
Brutalizer Exarch is pretty much fantastic. He Tucks and/or Tutors. He's also splinter Twin Compatible. I can Tuck, Tuck, and then tutor. I know some of you might be yelling Win more but it does come up!
The best card I believe I'm adding that is very Radha specific is Triumph of Ferocity. Although it's not aggressive it is a "Phyrexian Arena". It takes advantage of Radha being bigger than mana dorks in the early stages of the game. Combine it with other creatures and even a Wolfir Silverheart things get gravy. I also think that this accomplishes the role much better than Garruk Primal Hunter could.
Lignify is going back in the deck but without his buddy Treefolk Harbinger. Radha Struggle with the endgame creatures that are titanic. Plus its good vs Reanimator and anything that can't be burned out.
@Kriggy: Yes that is true. But why can't this be accomplished with a HellRider/Wolfir Silverheart. Wolfir Silverheart is fetchable with a Green Sun's Zenith. Did he bounce my Radha with Jace and I played a non creature spell the last turn? How do I ensure I have access to Thundermaw that turn and cast it.
@ninjajinx I would only run Magus of the moon and that's a maybe. See above for my counter argument. What do you suggest that I replace for the magi first of all?
I know that you don't want to tally your score but it gives the reader a sense of your deck's ability and skill when it comes to different opponents. For example, you found out that you can win a full control or a reanimator if you do that one thing that you didn't realize that it works even you have a really bad match up with Iname or a MW before. Making a full report is also fun for readers who don't usually play that certain commander.
Duel Commander
URG [Primer] Maelstrom Wanderer [Primer] URG
Duel Commander Current Projects:
RGWMarath, Will of the WildRGW
BRXMogis, God of SlaughterBRX
RWxIoras, God of VictoryRWx
WBxAthreos, God of PassageWBx
Created By: DarkNightCavalier