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Grand Warlord Radha
Legendary Creature — Elf Warrior
Whenever one or more creatures you control attack, add that much mana in any combination of and/or . Until end of turn, you don't lose this mana as steps and phases end.
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Grand Warlord Radha Discussion
17 hours ago
Land Tax is bad for 5-color. You need some dual lands and fetch lands. Not basics.
Grand Warlord Radha was here. But i cut her off, because for this deck is too slow.
Buried Alive without massive reanimation. I use only classic in color.
Aura Shards is good choice. I will think about it...
This deck is mostly for Duel Commander. So, Sensei's Divining Top is not choice.
But thanks for advice :)
6 days ago
Devilish912, thanks a lot for the upvote and props.
patrickloyd, thanks for the upvote, you were the 800th upvote :) I don't play this deck at FMN, variations are for kitchen table or online play.
I'm waiting until the whole set is revealed to do a new update on Ravnica Allegiance (RNA). Which is hopefully tomorrow, lets hope that Wizards doesn't drag RNA spoilers into next week. Having Shock lands: Breeding Pool, Stomping Ground, Temple Garden and Overgrown Tomb all in Standard is going to be amazing for brewing with Elves. Here's some of my thoughts so far...
Just like in M19, in RNA we also got two rare two drop Elves and both these Elves make Grand Warlord Radha even better :) Incubation Druid and Growth-Chamber Guardian's adapt can be mana sinks with mana that's made with Rahda and other attacking Elves. I can trigger adapt at instant speed, during combat letting me attack with either to help to trigger their own adapt. Guardian is the Elf I'm most excited about because he can tutor for other copies of himself. This ability is very good, but he's also just a powerful two drop Elf who can attack as a 4/4 turn three without any other cards. His tutor ability seems great with Radha letting me chain Guardians onto the battlefield.
Incubation seems like quite a good mana Elf. Being able to make any color mana that matches a color that lands I control can make is good. With an Unclaimed Territory in my control she can make any color of mana and Territory is a pretty important land for Elves. This is not however the best thing about Incubation it's that she may be a weak mana Elf, but she can get better later on in the game with adapt. Weak creatures who can be played early game and then scale up and become an actual threat or improve their own abilities mid game are very good.
Four two drop Elves, who will all most likely be part of the base moving forward have their own built-in mana sinks:
So far I like the looks of Gruul, Temur or Jund with possible returning to +1/+1 synergies. A strategy with counters needs an engine to give Elves counters and Rhythm of the Wild can do that. Other than the new Elves, Rhythm has the most potential to be added to this deck. Rhythm seems very good with Radha, not because it makes her better, but because it can give Elves haste which means they can generate mana when they attack the turn they're played. Both Guardian and Incubation's bonus ability for when they get a counter can happen whenever any counter is placed on them; I don't have to trigger adapt to get their bonuses. This means that a counter from riot can trigger Guardian when it ETB, giving me a 3/3 Elf who can tutor for another copy of itself. Depending on how much mana I have I can then play another Guardian and do the same thing, effectively chaining Guardians thanks to riot.
Multiple copies of Rhythm in my control can stack. If I have two copies of Rhythm on the battlefield then I can trigger riot two times, giving an Elf a counter and haste. This some what relieves the drawback that Rhythm has, it's a three drop that doesn't do anything the turn it's played. Giving Elves haste can be powerful especially with Steel Leaf Champion, but also with a strategy around Beast Whisperer. One drawback of Whisperer is all the Elves I played for the turn couldn't attack this made them too vulnerable to a board wipe (Clarion, Soot, Nova, etc.) on my opponent's turn. With hasty Elves my opponent needs a Settle. Guardian seems great with Whisperer since it can tutor for another copy of itself giving me more Elf fuel to draw. The combination of main deck Whisperer, Radha and Rhythm has potential.
Rhythm also seems busted with Prime Speaker Vannifar. Making her uncounterable and giving her haste letting me use her Pod ability the turn she's played. Vannifar is a powerful card, but I'm not sure she's what I want with Elves since I think both Radha and Whisperer are better four drops for tribal strategies with Elves. I could however be completely wrong about this, time and brewing will tell.
Another counters engine that may return is Hadana's Climb Flip. Climb seems very good with the two new adapt two drop Elves especially Guardian. Climb is very good with Guardian because each time a counter is placed on Guardian I can tutor for another copy of itself. Climb can put a counter on Guardian each combat during my turn. Another way to chain Guardians. Climb is also very good because it can be a win condition when it flips into a land. Which can also then be another land that can make any color of mana which helps Incubation.
Galloping Lizrog and End-Raze Forerunners are both new possible finishers with Elves. Lizrog in combination with Rhythm; move all counters from Elves onto Lizrog and give it haste thanks to riot. Forerunners is the new pseudo Craterhoof Behemoth, seems like a good creature to ramp into with Elves.
Of course these are just my beginning thoughts of how RNA might change this deck. The cards and strategies that have stood out so far. When I get to take a full look at the entire set, begin brewing, them most likely other strategies and cards will stand out.
1 week ago
@DrkNinja: (I'll have to see what I can truly contribute to your decks unlike last time...) Currently, I have 8 cards under, & I wonder what kind of Void to fill for 8 others. I'm literally wondering what 8 cards could be suggested to get to the needed 100. Since you are working on your own deck at the same time DrkNinja, I might want at most 8 suggestions for this (Sad that Soul Conduit + Stunning Reversal was rejected; It can turn a game to an opponent's disadvantage, Master of Cruelties Style.). Any suggestions? Maybe I could find something else as well, but for now, I sense my Creatureless Superfriends Deck is in grave danger...
...(& since Gruul Clans seems to be my favorite Guild currently, I actually have plans to change my Grand Warlord Radha deck to a Ruric Thar, the Unbowed one, Might as well find as many creatures as possible for the deck w/o any use of Instants, Sorceries, basically anything not a Creature or Land. NO EXCEPTIONS, & NO REFUGE.)
1 week ago
Seeing as you have 5 colours to play with you might as well run the best multicoloured cards:
Tutors: Buried Alive
Removal: Aura Shards, Bant Charm (amazingly versatile), Decimate (iffy but playing a 4-for-1 on your opponent feels really good), Swan Song, Sudden Spoiling, Toxic Deluge, Rakdos Charm, Chaos Warp, Cyclonic Rift, Shivan Harvest
2 weeks ago
With regards to your questions on the Legend Rule, the questions do not make sense. You refer to "legendary" as a subtype, when it is, in fact, a supertype. You further do not seem to understand what Mirror Gallery does, and your question is a tad nonsensical as a result. Still, in the interest of helping you, I have written a mini lecture on the Legend Rule, with a particular focus on how it interacts with planeswalkers.
The Legend Rule reads:
704.5j If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “legend rule.”
Wizards has had some trouble getting "legendary" and the Legend Rule correct. This was further complicated by the similar "Planeswalker Uniqueness Rule" which has subsequently been removed. Planeswalkers now fall within the confines of the regular Legend Rule:
306.4. Previously, planeswalkers were subject to a “planeswalker uniqueness rule” that stopped a player from controlling two planeswalkers of the same planeswalker type. This rule has been removed and planeswalker cards printed before this change have received errata in the Oracle card reference to have the legendary supertype. Like other legendary permanents, they are subject to the “legend rule” (see rule 704.5j).
Rules out of the way, how does this work for Planeswalkers?
First, all planeswalkers have received the "Legendary" supertype as errata. So, where Narset Transcendent previously said "Planeswalker - Narset" her Oracle text, which controls, reads "Legendary Planeswalker - Narset".
Next, it's the same rule as with creatures, artifacts, or other legendary permenants - if you control two legendary permanents with the same exact card name, one is sent to the graveyard as a state-based action. The subtype (i.e. the planeswalker type) is irrelevant. This might be a change from the Planeswalker uniqueness rule, but it is in line with other permanents--after all, you can control two "Legendary Creature - Elf Warrior" so long as the card names do not match (ex. you can control both Grand Warlord Radha and Radha, Heir to Keld).
So, looking at planeswalkers specifically, this means you can control both Jace, the Mind Sculptor and Jace, Unraveler of Secrets at the same time. However, you would not be able to control two Jace, the Mind Sculptor.
Mirror Gallery is an odd card that says Rule 704.5j no longer applies--permanents are not sent to the graveyard as a state-based action if you control two copies with the same name. With Mirror Gallery in play, you (or your opponents) can have as many copies of Grand Warlord Radha on the battlefield as you want.
Mirror Gallery does not remove the legendary supertype, or any cards that interact with Legendary permanents--it merely stops the state-based action from occurring.
As previously discussed, planeswalkers initially were not covered by the Legend Rule, but by the Planeswalker Uniqueness Rule. However, with this rule removed, Mirror Gallery applies to planeswalkers as well. With a Mirror Gallery in play, you (or your opponents) can control multiple cards named Jace, the Mind Sculptor.
With regards to the deck, you can cut Mu Yanling. She's a bad card to begin with, made worse by almost all your creatures being tokens.
3 weeks ago
@Kruxian You are correct, I think Primal Surge is indeed the surperior option. I don’t think Tooth and Nail is a bad choice for the deck since it’s aplication is boundless in this deck, but the ability to dump the entire deck on the field is game ending.
I also didn’t even consider Nykthos, Shrine to Nyx. For the longest time I’ve wanted something something better than Zendikar Resurgent cause there were times where it was in my hand and couldn’t put it in the field cause there was usually something better to play. I’ll give Nykthos a shot :) thanks for the advice.
I don’t think I excluded mana dorks, I just think that I put a bit more emphasis on cards that ramp into lands for a more permanent mana-base. We have Farhaven Elf, Wood Elves, Sakura-Tribe Elder, Burnished Hart, Oracle of Mul Daya, and Solemn Simulacrum to work along-Side our mana-dorks such as Gyre Sage, Karametra's Acolyte, Shaman of Forgotten Ways, Somberwald Sage, Grand Warlord Radha etc. Not to mention that some of our lands ramp us into lands as well: Blighted Woodland and Myriad Landscape. Also Sol Ring and Gruul Signet. So I dunno, I feel like there’s a lot of ramp in this deck already.
4 weeks ago
Wizardhat91 on Flynt
1 month ago
The mana curve is suffering. In case this helps you, I'll point out that with only 20 lands, especially in a deck with >60 cards, those cards in the deck that cost 5+, and often those that cost 4, will be dead cards in hand on the turn you'd want to cast them.
I use deckstats.net to help me calculate my ratios of various types of cards.
A few examples. With 20 out of 63 cards being lands, and 2 of 63 being mana-producing 4-drops, there is a 32% chance of having either your Grand Warlord Radha or your Chandra, Torch of Defiance in hand on turn 4. Even if that 32% works in your favor, you still need 4 lands, which has a 49% chance of happening by turn 4. Multiply .32 by .49 and the odds of having both one of those 4-drops plus 4 lands in hand by turn 4 is only a 15.7% chance.
The chance of having at least one of these 5-drops in hand by turn 5 is 58%, but the chance of having 5 lands by then is 31%. The chance of having both is only 18%, about one out of five games.
If the land count went up to 24, the chance of playing a 4-drop on turn 4 becomes 30%, a 5-drop on turn 5 becomes 30%, and a 6-drop on turn 6 becomes 13.3%. The combined chance of any of these happening by turn 6 becomes ~46%. With 20 lands, the combined chance is ~29%. To summarize, in my opinion you should either cut the 5- and 6-drops and replace them with low-curve spells, or you should cut some of the less impactful low-curve spells and bring up the land count. Otherwise you can't cast certain spells reliably.