|Commander / EDH||Legal|
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|Avacyn Restored (AVR)||Common|
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Destroy target artifact or enchantment. You gain 3 life.
Natural End Discussion
3 weeks ago
I can tell that you've mostly built from cards that you have sitting around from recent sets. That's fine, but there's a few things you should consider when building Radha.
First, you want to be putting out a lot of creatures, and quickly. That will allow you to make attacks the first turn she comes down and spiral out of control. To do that, you'll want token producers and cheap creatures. With only 25 creatures and very few token makers, you're unlikely to combo off with Aggravated Assault and Hellkite Charger . Also, you're weakening your cards like Guardian Project by running so few creatures.
Secondly, you'll want more lands. While your commander is a source of mana, you still want to be ramping and hitting your land drops between when you play her and when you go off. Casual EDH decks usually run between 37-40 lands, depending on the build, so I would go up at least 4 lands.
Thirdly, you'll want to reconsider some card choices that look powerful, but will have unintended consequences. Wildfire and Annihilation looks good on paper, but the table will turn on you for blowing up their lands, meaning you can't count on rebuilding after. Kiki-Jiki, Mirror Breaker is powerful, but the table will IMMEDIATELY try to kill you, and rightfully so, when they see it, since the assumption will be that you're running infinite combos with him.
Finally, you'll just want to clean up some of the subpar card choices like Blossom Dryad , Raptor Hatchling , Natural End , etc. Check out the EDHREC page for Radha to see what others are playing in their decks. You can toggle to budget decks in the top right, so you can probably make huge improvements to the general card quality of your deck for $5-10, before you even consider adding the cards that will really make it tick. Good luck!
8 months ago
Spyglass, I like your ideas and I'll try your suggestions. Unfortunately, I'm trying a cheap deck and I can't use Jace, Vryn's Prodigy Flip or Snapcaster Mage. I like the idea to use the Dredge mechanics, and I'll try to use Stinkweed Imp. It's a nice defensive card and will help me a lot with the strategy. Furthermore, I'll try Living Lore and Spellweaver Helix. Lastly, I'll make a sideboard with Enchantment and Artifact hate, probably Naturalize or Natural End. Thanks for the suggestions.
10 months ago
After looking at your deck, this aggro approach seems very doable and nasty, but theres a handful of cards I see that just shouldn't be included. Nature's Spiral is just a worse Regrowth, so that's a start. I see with all of the artifact removal that stax is an issue for you. Bane of Progress is a great addition to solve this, but i would take out one of your removal spells for Nature's Claim. You don't care about their life gain when elves can smash for 100+ damage. Another great way to give a stax deck the middle finger is Creeping Corrosion. The card rarely hurts you and gives them a hell of a time. Krosan Grip is a fantastic card that also helps in this situation. For these 3 excuses to shit on rocks, I'd at least take out Sundering Vitae and Natural End. Nullmage Shepherd is a fantastic elf to throw in your deck to solve this issue as well. Hum of the Radix is also a fun little card for artifact decks that no one will expect you to drop. If you need enchantment removal, just throw in Back to Nature and you'll be fine. If you're having a hard time with killing creatures, run Taunting Elf, or just run it anyways if you can regenerate it and hit people for free every turn. Aluren will help your elfball rolling, and running Primal Rage will help make sure that even when Ezuri is gone that you get your damage through. Talara's Battalion was a cool card I experimented with in my deck, and it did quite a bit of damage. I would definitely include Marwyn for her beefy presence and massive mana ramp. Something like Predator's Rapport is just not useful, as gaining life tends to be some of the most useless magic cards unless you're running a deck that focuses on it. Instead I would try to tutor for a card like Dwynen, Gilt-Leaf Daen, Nissa Revane, Wellwisher, or Essence Warden which help a lot more with solving this problem. Triumph of the Hordes is a great meme to drop on your opponents in a tough situation, as it gives you a nice little one shot, or at least eats through indestructibly and "prevent all damage" creatures. Most of the artifacts you run arent necessary, so I would just replace them with lands. While you have an extremely low mana curve, 28 lands is very dangerous with no rocks. Unless you add some very fancy $$$ rocks (which if you dont wanna drop 1k on artifacts), I would just run some more forests. Primal Order was a neat card I haven't seen in a while, and I think that can prove very useful in your deck if you're having a hard time getting through to other opponents running decks with multiple colors. If you want to stick with the aggro theme, I would add a Coat of Arms, since by the time you hit turn five you'll have about 4-5 elves, and this can turn 7 damage into 50. The risk of helping your opponents is worth it. Selvala, Heart of the Wilds is actually insane in this deck, and if your opponent draws a card or two off of it, nobody is gonna care. She can give you a ridiculous amount of mana with Ezuri pumps and elves like Drove of Elves. Concordant Crossroads is an absolute necessity if your goal is aggro. This card hurts sometimes, especially if your opponent has a creature-heavy deck. The payoff is huge though when you drop mana dorks with haste or drop your hand on the field, tap your Priest of Titania for a crazy amount, and have Ezuri pummel everyone with your hasty elves. As for mana doublers, you can run whatever you'd like, although I would say you don't need any of them for the deck to work: they're just a waste of a turn. Over all the others, I would run Mana Reflection so that your elves can tap for double as well as anything else. Overall, this deck is pretty solid, and with a few tweaks it could be an unstoppable force! Let me know if you need any other suggestions on anything else (:
1 year ago
Remove Naturalize and add Natural End. Fits better with your theme. Consider Riot Control and Blunt the Assault for Fog effect and life gain. Alive / Well should be replaced with Congregate since it gets every creature in play.
1 year ago
Still experimenting with the card list.
Tested against a deck that ran Dictate of Erebos with cards like Endless Cockroaches. Painful. Best answer was to try to wait and just use flyers when they came out, but he had sac outlets as well, so no-go.
1x Barbed Foliage (Didn't do much. Would work against endless 1/1 tokens, as in a Presence of Gond deck.),
1x Caltrops (Didn't do much. See comment just above.),
1x Flamewake Phoenix (nonbos with AEther Flash).
1x Sylvan Primordial,
1x Polis Crusher (to help with enchantments),
1x Ember Swallower,
1x Chandra's Ignition.
Will Try Next:
1x Sylvan Primordial,
1x Polis Crusher (May keep after all.),
1x Ember Swallower.
2x Natural End (Helps with non-creature problems. My ramp supports this over Naturalize.),
1x Fleetfeather Sandals (Very useful. Wanted another. Bladed Pinions would be good in this slot too.).
2 years ago
Never underestimate the power of Solidarity of Heroes with your massive hydras. It's one of the few non-creature spells I don't mind having multiples of in a starting hand for my hydra deck. I feel Springsage Ritual is too mana heavy for what it does. I would prefer Nature's Claim, Naturalize, Sundering Vitae or at least Natural End. I would drop a few creatures to include Deadly Recluse, it's a much stronger discouragement against attacking flyers than what you've got. Drop Ritual of the Returned, as the majority of your creature's stats are actually pretty low, and the best targets you have are just barely mana efficient to play that way, and won't keep the abilities that make the creatures useful. Also, Stab Wound, and all the cards currently in your sideboard are only useful for very long games, which I think gives this deck an identity crisis. In my experience, hydra decks work best by aiming to drop a quick-growing hydra as soon as possible and swing to kill with it in 2-3 turns tops, which your slow-grinding cards don't contribute towards. It's possible your deck can be effective as well, but try cutting the slow cards, including some quick mana ramp (GreenisGod's recommendation is fantastic) and increasing the proportion of hydras to ensure you have one when you need it. I'd expect your results will improve drastically.Lastly, it's very important to include creature protection for a deck that works around making massive creatures. I'm fond of Blossoming Defense, Alpha Authority, or Sheltering Word. Heroic Intervention can also be incredibly clutch.
2 years ago
veeonix thank you really much for your input! So:
First thing, this is a deck I'm building right now and I want to keep it as budget as possible, so choice like Vigor, Thrun, the Last Troll, Scavenging Ooze and Dismember are out of my wallet, unfortunately. Plus, this is a deck that want to abuse Muraganda Petroglyphs, so I want to build it with no-abilities creatures :)
Anyway, I totally agree with Nature's Claim, it's 100% better than Natural End in this deck. I will put 2xBeast Within in the sideboard, and replace them in the mainboard with something else. What do you think about cards with the "fight" theme, like Prey Upon, Clear Shot or Rabid Bite?
And finally, I put Eyes of the Wisent because it's really cheap (good for my wallet) and since the token has no abilities, with Muraganda is a free 6/6 each time he counters something. :)
2 years ago
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