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.