









Overview:
This Radha, Heir to Keld deck focuses on ramping into high-power creatures and leveraging cascade/discover effects for value. The primary win conditions are overwhelming combat damage via trample synergies, explosive token generation, and occasional infect/commander damage finishers. While lacking infinite combos, it uses damage multipliers like Fiery Emancipation and overrun effects like Pathbreaker Ibex to close games.
Primer:
Core Strategy:
- Early Ramp: Use Radha's attack triggers and 12+ land-fetch spells (Explosive Vegetation, Boundless Realms) to accelerate mana. Prioritize 3-4 mana ramp spells to enable 6+ mana plays by T4-5.
- Threat Deployment: Cast high-impact creatures with cascade (Apex Devastator, Annoyed Altisaur), landfall token generators (Avenger of Zendikar, Scute Swarm), and cost reducers (Goreclaw, Terror of Qal Sisma). Maintain pressure through repeated land drops and cascade chains.
- Finishers: Convert board presence into wins via:
- Damage triplers (Fiery Emancipation + 12-power creatures)
- Infect overrun (Triumph of the Hordes)
- Exponential token growth (Scute Swarm with 6+ lands)
- Pathbreaker Ibex combat math breaks
Mulligan Priorities:
- Keep hands with 3+ lands and at least 1 ramp spell.
- Prioritize T2 Radha into T3 Goreclaw, Terror of Qal Sisma for early discounts.
- Avoid hands lacking both ramp and 4+ mana plays.
Key Tips:
- Time cascade creatures post-wipes to rebuild instantly.
- Use Kessig Wolf Run to push commander damage with Radha's surplus red mana.
- Protect critical enchantments (Asceticism, Rhythm of the Wild) with Natural Reclamation recursion.
Weaknesses:
Critical
- No answer to flying/reach gaps: Relies solely on Annoyed Altisaur for aerial defense
- Fragile to mass removal: Limited recursion outside Aurora Phoenix
Moderate
- Slow stax recovery: Minimal artifact/enchantment removal (only 3 targeted spells)
- Anti-synergy with counters: Rhythm of the Wild prevents +1/+1 counter strategies
Minor
- Predictable combat focus: No alternate wincons beyond Triumph of the Hordes
Most Important Cards:
- Fiery Emancipation
- Pathbreaker Ibex
- Avenger of Zendikar
- Scute Swarm
- Asceticism
- Goreclaw, Terror of Qal Sisma
- Boundless Realms
- Triumph of the Hordes
- Apex Devastator
- Greater Good
Attribute Ratings:
Speed: 5/10
Can deploy 10+ power threats by T5-6 but lacks T1-4 combo kills.
Resilience: 6/10
Moderate protection (hexproof via Asceticism) and cascade-based recovery, but folds to repeated wipes.
Consistency: 7/10
12+ land tutors and 8 cascade/discover effects ensure steady threat deployment.
Interaction: 4/10
Limited to 5 targeted removals and no free counterspells, relying on big creatures as answers.
Rating Justification:
This deck executes a focused casual strategy with strong ramp and threat density but lacks the interaction density and combo finishes of optimized lists. Its T7-10 combat win window and moderate resilience place it squarely in upgraded precon territory.
Power level: 4.0 - 5.0
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