I'm back again with I believe will be my last tiny leader deck for a bit just so I can sort things out even though this one draws me to it greatly I'm sure it will be fun. As the title says It's Radha, Heir to Keld's Battle arena and this deck focuses on Big powerful creatures that cost very little with some sort of effect but as we all know with what comes great power always comes a risk which is why I have cards like Torpor Orb and Library of Leng to help with the negativity and just focus on getting my cheap big creatures out and beat my opponent down. And to force my opponent I have cards like Domri Rade, and Arena to force battle with my monsters against my opponents. But of course I got some support with some landfall abilities and some ramp to make it quicker and also some spells to make my Radha's beasts stronger. Without further ado I present Radha, Heir to Keld and her Creatures of battle taking on challengers in her Arena. IF they happen to triumph through Radha's Fights in her arena then the challenger can even take on the reigning top warrior Champion of Lambholt.
DO NOT RUN TEMPTING WURM IF YOU WAN"T TO WIN GAMES! Sorry for the caps lock speech, but that card's upside is easily negated by an opponent emptying their hand for free on you. Best to replace it with something else. Crater's Claws seems like a much better option. That or a pair of swiftfoot boots or lightning greaves.
I made some corrections in my creature line up that desperately needed to be done, not only providing me with more for the generla theme I was going for supporting it but also provided more synergy. Changes I made were:
Removed:Experiment One, Varchild's War-Riders, Ivy Elemental, Tempting Wurm (also moved to sideboard)
Added: Kird Ape, Kargan Dragonlord, Albino Troll, Talara's Battalion.
I also had an addition of a sideboard as well of some of the recommended cards since they will prove greatly useful and I could not consider them. With the changes my list looks much better improving the aggro and speed of the deck while sticking to the theme and structure I wanted to rake it. Was there anything I missed that could make this even more so deadly?
DO NOT RUN TEMPTING WURM IF YOU WAN"T TO WIN GAMES! Sorry for the caps lock speech, but that card's upside is easily negated by an opponent emptying their hand for free on you. Best to replace it with something else. Crater's Claws seems like a much better option. That or a pair of swiftfoot boots or lightning greaves.
You probably should just disregard that, Tempting Wurm is the bees' knees.
I like the wurm since it is tempting but I see where that person was coming from but I figured the orb would null it's ability when I summoned it, but it's not totally gone since after thinking about it, it seems like it would be more of a sideboard heavy hitter if I needed the extra muscle. TRhe changes I made to the deck ringing it to V2 seems like a way more saolid build compared to the other ones filling in a few holes that I seemed to have over looked.
He really doesn't know what he's talking about, all he knows is how to play Group Hug.
Quick disclaimer - Tempting Wurm is actually very terrible unless you follow it up with a board wipe, because your opponent just dumped their whole hand on the field. I play IRL with hippohugger, I was trolling him a bit.
He really doesn't know what he's talking about, all he knows is how to play Group Hug.
Quick disclaimer - Tempting Wurm is actually very terrible unless you follow it up with a board wipe, because your opponent just dumped their whole hand on the field. I play IRL with hippohugger, I was trolling him a bit.
Oh ok well I appreciate the info, about the wurm but my issue is would the orb nullify it's ability as I play it so my opponent wouldn't be able to play their hand, since like I mentioned that was my intention with it..Either way it stays just not mainboard since I actually found a way to fill in some gaps I had in the previous version.
Can you recommend any ways I can improve my current layout to make it more deadly?
I like your premise for using Torpor Orb. My best advice is to maximize Radha's abilities. You're (mostly) already doing that with her mana dork side, but using the RR when she swings doesn't seem to be on the deck's priority list. Right now, your only ways to use that mana is with Feral Hydra, Ancient Grudge and Sensei's Divining Top. If I were you, I'd invest a little in 2cmc instant-speed burn spells to clearing blockers out of the as you swing (Incinerate, Harvest Pyre, Searing Blood, Shrapnel Blast, Combust?) and permanents with repeatable activated abilities that take red mana (firebreathing effects, Ashling the Pilgrim?). Also, combat tricks could be fun, specifically Temur Battle Rage since your deck likes to go big. A deck like that will reward you for tight, efficient gameplay.
I took your advice and filled out my 2 cmc cards to optimize the leaders ability adding cards into the sideboard, to switch out if I really needed the extra damage and advantage they'd give me. Molten InfluenceFall of the HammerSearing BloodTemur Battle Rage Ashling the Pilgrim, and Roar of Challenge. With these part of the deck if adds the much needed extra damage to clear out blockers like you mentioned and would like to say thank you for mentioning these options, as well as adding a couple combat trick cards.
Just made a couple changes with adding in Sylvan Scrying, since i thought it would be wise to have some more ways to get land by removing Library of Lengsince my creatures are already bombs i didn't think i needed it to much. I also added in Elfhame Sanctuaryby removingSkyshroud Ridgeback since I would only get 2 turns out of it. As for Obsidian Battle-axe though it is good but it just doesn't really fit into the deck with the small amount of warriors I have and the sacrificing of my lands i'd be doing would make it a dead card. It seems to be looking quite good with a couple switch outs since my main issue was not having the mana i needed at the time with sacrificing my lands especially the forests and with those 2 land fetches I can have access to them more quickly. This still isn't the final build and I'm always open on criticism on ways to improve this
I agree it seems fun but I'm not for one for giving my opponent life since in the long run I'm really only doing 1 damage if I chose to do it to him and it would only give me 1 or 2 extra damage for extra mana that I could use for something else that's the only issue. It's a good idea but I just don't think it would fit in with this decks main strategy.
ah yea i forgot to add kavu predatoralso, which in the long run does a top more damage and fits into your theme with punishing fires as a nifty backup and end of opponents turn damage
Domri Rade, and Arena to force battle with my monsters against my opponents. But of course I got some support with some landfall abilities and some ramp to make it quicker and also some spells to make my Radha's beasts stronger. Without further ado I present Radha, Heir to Keld and her Creatures of battle taking on challengers in her Arena. IF they happen to triumph through Radha's Fights in her arena then the challenger can even take on the reigning top warrior Champion of Lambholt.
1x Radha, Heir to Keld
Creatures:
1x Experiment One
1x Feral Hydra
1x Varchild's War-Riders
1x Ivy Elemental
1x Lightning Serpent
1x Mistcutter Hydra
1x Rogue Elephant
1x Scythe Tiger
1x Skyshroud Ridgeback
1x Vexing Devil
1x Kavu Titan
1x Burning-Tree Emissary
1x Harvest Wurm
1x Viashino Sandstalker
1x Plant Elemental
1x Ravaging Riftwurm
1x Horned Kavu
1x Tempting Wurm
1x Champion of Lambholt
1x Eternal Witness
1x Emblem of the Warmind
1x Aspect of Hydra
1x Artifact Mutation
1x Ancient Grudge
Planeswalker:
1x Domri Rade
Artifacts:
1x Library of Leng
1x Sensei's Divining Top
1x Moss Diamond
1x Fire Diamond
1x Torpor Orb
Land:
1x Great Furnace
1x Tree of Tales
1x Fire-Lit Thicket
1x Stomping Ground
1x Copperline Gorge
1x Nykthos, Shrine to Nyx
1x Ancient Ziggurat
1x Arena
1x Command Tower
1x Karplusan Forest
1x Wooded Foothills
1x Temple of Abandon
3x Mountain
3x Forest
Removed:Experiment One, Varchild's War-Riders, Ivy Elemental, Tempting Wurm (also moved to sideboard)
Added: Kird Ape, Kargan Dragonlord, Albino Troll, Talara's Battalion.
I also had an addition of a sideboard as well of some of the recommended cards since they will prove greatly useful and I could not consider them. With the changes my list looks much better improving the aggro and speed of the deck while sticking to the theme and structure I wanted to rake it. Was there anything I missed that could make this even more so deadly?
1x Radha, Heir to Keld
Creatures:
1x Kird Ape
1x Feral Hydra
1x Kargan Dragonlord
1x Albino Troll
1x Lightning Serpent
1x Mistcutter Hydra
1x Rogue Elephant
1x Scythe Tiger
1x Skyshroud Ridgeback
1x Vexing Devil
1x Kavu Titan
1x Burning-Tree Emissary
1x Harvest Wurm
1x Viashino Sandstalker
1x Plant Elemental
1x Ravaging Riftwurm
1x Horned Kavu
1x Talara's Battalion
1x Champion of Lambholt
1x Eternal Witness
1x Burgeoning
1x Emblem of the Warmind
1x Aspect of Hydra
1x Artifact Mutation
1x Ancient Grudge
1x Domri Rade
Artifacts:
1x Library of Leng
1x Sensei's Divining Top
1x Moss Diamond
1x Fire Diamond
1x Torpor Orb
Land:
1x Great Furnace
1x Tree of Tales
1x Fire-Lit Thicket
1x Stomping Ground
1x Copperline Gorge
1x Nykthos, Shrine to Nyx
1x Ancient Ziggurat
1x Arena
1x Command Tower
1x Karplusan Forest
1x Wooded Foothills
1x Temple of Abandon
3x Mountain
3x Forest
1x Molten Influence
1x Ulvenwald Tracker
1x Fall of the Hammer
1x swiftfoot boots
1x Tempting Wurm
1x Call of the Herd
1x Searing Blood
1x Temur Battle Rage
1x Ashling the Pilgrim
1x Roar of Challenge
You probably should just disregard that, Tempting Wurm is the bees' knees.
Quick disclaimer - Tempting Wurm is actually very terrible unless you follow it up with a board wipe, because your opponent just dumped their whole hand on the field. I play IRL with hippohugger, I was trolling him a bit.
Oh ok well I appreciate the info, about the wurm but my issue is would the orb nullify it's ability as I play it so my opponent wouldn't be able to play their hand, since like I mentioned that was my intention with it..Either way it stays just not mainboard since I actually found a way to fill in some gaps I had in the previous version.
Can you recommend any ways I can improve my current layout to make it more deadly?
Creatures:
1x Kird Ape
1x Feral Hydra
1x Kargan Dragonlord
1x Albino Troll
1x Lightning Serpent
1x Mistcutter Hydra
1x Rogue Elephant
1x Scythe Tiger
1x Vexing Devil
1x Kavu Titan
1x Burning-Tree Emissary
1x Harvest Wurm
1x Viashino Sandstalker
1x Plant Elemental
1x Ravaging Riftwurm
1x Horned Kavu
1x Talara's Battalion
1x Champion of Lambholt
1x Eternal Witness
1x Burgeoning
1x Emblem of the Warmind
1x Artifact Mutation
1x Ancient Grudge
1x Sylvan Scrying
1x Aspect of Hydra
1x Elfhame Sanctuary
Artifacts:
1x Sensei's Divining Top
1x Moss Diamond
1x Fire Diamond
1x Torpor Orb
Land:
1x Great Furnace
1x Tree of Tales
1x Fire-Lit Thicket
1x Stomping Ground
1x Copperline Gorge
1x Nykthos, Shrine to Nyx
1x Ancient Ziggurat
1x Arena
1x Command Tower
1x Karplusan Forest
1x Wooded Foothills
1x Temple of Abandon
3x Mountain
3x Forest
1x Molten Influence
1x Ulvenwald Tracker
1x Fall of the Hammer
1x swiftfoot boots
1x Tempting Wurm
1x Call of the Herd
1x Searing Blood
1x Temur Battle Rage
1x Ashling the Pilgrim
1x Roar of Challenge