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[DUEL]Radha Ignorance *Primer*

Duel Commander RG (Gruul)

Patolea


Maybeboard


An aggro deck that consist in put a couple of threats on the battlefield and use the generated by Radha, Heir to Keld to burn your opponents creatures or his/her face.

I want to play with an other general to scape from the Vial Smasher/Partner or Zurgo, so What I did? I choose an aewsome Elf with a great ability that surprisely nobody use.

Why Radha?

Two points. First: I love aggro decks. Second: She is very fast, burning blockers for fast damage or ramping to mid game creatures.

How Radha

First turn you can play a tapped land or burn some creatures your opponents may put on board, second turn Radha, don't be afraid, JUST DO IT, your opponent CAN'T let her in the table, in the 3rd turn you can put a CMC 4 threat ou a CMC 3 and burn in the declare attackers with the that Radha, Heir to Keld produces, so HE/SHE NEEDS TO KILL IT, it's funny because at the same time Radha is weak it can be very strong, whell, it's only a 2/2 dork but it can let you play a Flinthoof Boar with haste, attack for 5 and Searing Blood the blocker making it go for 8 in the 3rd turn.

The deck was built with the intention to think outside the duel current field. I wanted an aggro deck with a general that I like.

I was sick of seeing those Vial/Partner decks with a lot of counterspells and wraths effects that makes every creature player sad, so I built this deck to release my anger in the opponents in form of mtg cards.

However It's not exactly an "only general based deck" or all in deck. It's more to a aggro deck that tends to stablish a strong board presence with few creatures. If what you want is a General based deck Geist of Saint Traft or Titania, Protector of Argoth would clearly be superior.

We are playing a RG aggro deck, so we don't have a lot of quality draw cards, then we have to play very smart, we can't let a Damnation kill 3 or 4 creatures.

Did you guys notice that I use almost no drop 1 creatures? Because all the cards in the deck has to be effective in every stage of the game, we can not draw a baby zurgo (Zurgo Bellstriker) in the mid or late game, but a Lightning Bolt or a Burst Lightning we can, all cards have to be very usefull because we can't count on card advantage playing aggresive with a Grull deck.

Let's talk about positive and negative aspects:

Negative: My deck is vulnerable to wrath effects and life gain, because these cards makes difficult to put pressure on the board and lead the game to a mid or end stage, in this situation your enemies can make some creatures that burn can't resolve, like a 6/6 Grave Titan, and green don't kill creatures besides Beast Within and Song of the Dryads. RG just don't give acess to draw, besides Harmonize, I tried to put as many as I can, but it continues to be a negative aspect.

Positive: It's difficult to the enemies to deal with creature after creature causing damage and making some sort of effect. It also tends to overwhelm the opponent because when you attack you get your self 2 turns ahead with the 2 red manas of Radha allowing you to remove the enemies creatures or burn his face more faster then your land drop could do. RG may not give us draw but gives the most aewsome fast creatures like Fanatic of Xenagos, Burning-Tree Shaman, Voltaic Brawler, Flinthoof Boar and so on.

If you have Greenwheel Liberator and Umezawa's Jitte,strong CMC 2, in your hand and Vengevine, you can opt to cast Radha, Heir to Keld that tap for in T3 and make you go to 4 manas, going for Vengevine and swinging for 4 damage, if the oponent kills Vengevine you can make a CMC 3 creature likeRishkar, Peema Renegade plus Greenwheel Liberator, returning Vengevine at T4.

When Radha, Heir to Keld is your only drop 2 it's easier, in the 3rd turn you cast Geier Reach Bandit   and then when you attack u'll make two red manas using them for a burn like Weight of Spires removing the possible blocker and causing 5 damage, in the next turn you continue to attack if possible and wait for Geier Reach Bandit   to flip into Vildin-Pack Alpha. Keep the other bigger threats you in your hand, eg:Thundermaw Hellkite, to continue the race after a Wrath of God effect.

What if Radha, Heir to Keld got destroyed as soon she gets in play, we put a drop 3, Courser of Kruphix, in the table and in the Turn 4 we have two options: 1 - cast a card from your hand, (Ghor-Clan Rampager / Call of the Herd), or 2 - cast Radha, Heir to Keld again, if you are facing an opponent with a lot of removal spells you cast Radha, Heir to Keld again to lure the removal spell, because it has lesser impact on the battlefield and at same time your opponent may be afraid of its potential and will spend the removal spell on her, saving your cards. With the lack of draws it's very important to protect your real threats and make your opponent "waste" cards in an target that is "always" there to cast instead of one of your hand.

After all beeing said, the main goal is put a couple of creatures on the board and overwhelm the opponents with all the pressure that they provides. With the ramping ability accelerating your total of mana you can cause a lot of damage before its "normal", getting the enemies off guard.

Radha, Heir to Keld + Incinerate/Lash Out/Lightning Bolt/Lightning Strike/Magma Jet/Searing Spear/Burn the Impure/Flame Javelin/Searing Blood/Weight of Spires/Burst Lightning: You can burn your opponent if u are facing a hard control deck or a creature that's on the way in an more aggressive enemy.

Lightning Mauler and Burning-Tree Emissary spanking people in turn two since return to ravnica hahaha.

Burning-Tree Emissary is a one card little combo, make her in turn 2 and Radha comes along, beautiful.

REQUESTED CONTRIBUTIONS

What are other cards that would help with the strategy outlined above?

Are there other good creatures CMC 2 or 3 that I have forgotten?

How would you upgrade the land-base?

If possible, please include suggestions of cards to cut as well. Thank you all!!!

Suggestions

Updates Add

Cut

Anger of the Gods - Drop3

Browbeat - Drop3

Call of the Herd - Drop3

Geier Reach Bandit - Drop3

Hanweir Garrison - Drop3

Rishkar, Peema Renegade - Drop3

Ghor-Clan Rampager - Drop4

Wrecking Oggre - Drop5

Added

Harsh Mentor - Drop2

Ahn-Crop Crasher - Drop3

Prowling Serpopard - Drop3

Rampaging Ferocidon - Drop3

Ramunap Excavator - Drop3

Elvish Spirit Guide - Drop3

Vance's Blasting Cannons - Drop4

Glorybringer - Drop5

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93% Casual

Competitive

Revision 5 See all

(4 years ago)

Date added 7 years
Last updated 4 years
Legality

This deck is not Duel Commander legal.

Rarity (main - side)

10 - 0 Mythic Rares

44 - 0 Rares

23 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.55
Tokens Beast 4/4 RG, Clue, Emblem Domri Rade, Goblin 1/1 R, Wolf 2/2 G
Folders Duel Commander, EDH
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