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.
|Have (2)||CompleteWaste , orzhov_is_relatively_okay819|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Grand Warlord Radha Discussion
3 weeks ago
How's it going man? I like Thanatis and believe the spider is an interesting way to promote table interaction, in more ways than one.
Kamahl, Heart of Krosa, Ruric Thar, the Unbowed and Grand Warlord Radha all fit in nicely here. Kamahl literally beats face with your team, notwithstanding his land pump ability. Ruric Thar is good hate on noncreatures, directly making the casting player an easier target (great with lifelink). Radha is just a creature Druids' Repository. Sure, she may be 1 cmc more, but she pays for herself the turn she is played by attacking.
Archetype of Endurance can help you protect your field, as both an anthem and form of protection, it has great usage. The other two Archetypes, Archetype of Aggression and Archetype of Finality are slightly redundant, as you have other options, but could be useful. Urabrask the Hidden is an honorable mention as well, but messes with Thanatis a bit.
Ring of Thune seems underwhelming, aside from giving cheap vigilance, I'd suggest Avarice Amulet, as it shifts focus off of your better creatures and provides a value engine for your opponents to squabble over. There's always Glaive of the Guildpact if you're set on equipment, but I prefer a creature with a pushing effect such as God-Eternal Rhonas or Sigardian Zealot
My main point is, in an aggressive deck, having creature value engines is best as they can attack, though I'm sure you already know that. Either way, deck looks sweet, keep at it my man!
1 month ago
I've been testing out a Grand Warlord Radha deck recently that I'm not too happy with. I think I might retool that one for the new Halana/Alena and see how it goes. I'll let you know if anything comes out of it!
2 months ago
KayneMarco I'm kind of happy where the brew is at now but thanks for the suggestions! Neheb, the Eternal was in the original draft with Savage Ventmaw but after some goldfishing they really were just win more cards. I had actually never heard of Sakiko, Mother of Summer what a neat card its basically a snake Old Gnawbone. I love elves but I feel as though Grand Warlord Radha falls a tad short here; she's probably better at the helm of her own deck with low to the ground aggro creatures and big splashy pay offs. Omnath, Locus of Mana is in the same boat - I love angry little green koolaid man but he's better at the helm of his own deck. I had high hopes for Leyline Tyrant I thought the ability is really cool but it's just not impactful enough unless you're already ahead. Also, I noticed most of the suggestions were like Horizon Stone; while storing mana for a spell is great and all this deck cannot really do it in a sneaky way like kurphix, we swing and cast our pay off if we have to bank we've already lost.
2 months ago
For more mana options consider:
3 months ago
agreed Wulfgar of Icewind Dale is amazing, but i have him in deck and Klauth, Unrivaled Ancient as the commander
i should try a couple games with wulfgar in the zone, since he works amazing with other cards in my deck like Grand Warlord Radha, Utvara Hellkite, o and my favorite work around for stax Rubblebelt Rioters
4 months ago
Arcane Signet , Battle Mammoth Forest , Fumiko the Lowblood Goblin Goliath , Grand Warlord Radha , Migratory Greathorn , Rhonas's Monument , Sakura-Tribe Scout , Tectonic Giant , Vivien, Monsters' Advocate .
Command Beacon , Nature's Lore , Bala Ged Recovery Flip, Helm of the Host , Slippery Bogbonder , Dragonborn Champion , Ghalta, Primal Hunger , Etali, Primal Storm , Guardian Augmenter , Gigantomancer , Goblin Anarchomancer , Terastodon , Scourge of the Throne .
4 months ago
Hey jamesmac42, thanks for the suggestions! I actually already have Nature's Lore and I've thought about Three Visits , and Three Visits is a good run over Rampant Growth for sure but, throughout my playtesting the ramp has actually gone quite well, but I'm still playtesting and curating the deck. I have looked at Lifecrafter's Bestiary but decided that generally my spells cost enough as is without big creatures like Klauth, Unrivaled Ancient , Grand Warlord Radha and Savage Ventmaw , but it is still worth considering! personally, given how giving everything Trample and Deathtouch works, I think I more highly value Bow of Nylea potentially giving all of the big creatures huge pumps, trample and deathtouch so that more damage tramples over. Shamanic Revelation is a card I had in the deck at one point, but it feels like a card that just gets you more ahead, instead of helping you come back from a board wipe or something, I think I would personally consider Harmonize instead of Shamanic Revelation for more consistent card draw and a slightly cheaper cost. Radha Heir to Keld is a card I have been moving back and forth on constantly and it's actually a card I put in the Budget list for this deck, maybe I'll keep it around. I'd love to look over your deck list and see if there's any kind of inspiration I could take! I think this could be my favorite deck if I can get it in paper
6 months ago
Moraug, Fury of Akoum 's landfall ability says to untap your creatures at the beginning of any combat phase it creates. Assuming you have Azusa, Lost but Seeking out and can play three lands, you'll have your precombat main phase, combat phase, postcombat main phase, then three additional combat phases (untapping your creatures at the start of each one), then your end phase. Unlike some extra-combat cards (i.e. Aggravated Assault ), Moraug does not give you an additional main phase after the combat phase, so once you're done with the Moraug combats you're basically done for the turn.
If you don't mind losing a bit of damage though (maybe you have Grand Warlord Radha and a big creature you want to ramp into), it may be preferable to play your lands during your first main phase. This means your creatures probably won't be untapped (and therefore won't be able to attack) during your normal combat phase, but you will still have a postcombat main phase left to cast sorcery speed spells.