Rahda, Tiny Voltron

by SadRobot on 14 March 2015

Main Deck (55 cards)

Sideboard (12 cards)

Artifacts (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

First of all, in addition to following the Tiny Leaders deck-building restrictions, I have also made this deck modern-legal (with supplemental products such as Commander and Planechase) since my playgroup has agreed to such a stipulation to decrease the barrier to entry for new players. (Let's be honest, the only real thing having a vintage card pool adds in most cases is dual lands, which few can now afford, and LD, which no one really wants).

Moving on, as you can see, this build goes against the standard set by many Rahda, Heir to Keld decks which seek to emulate the typical Zoo archetype (flooding the battlefield with as many early creatures as possible while parting the opposition with burn spells) and instead seeks to optimize the "add RR" ability by turning our little warrior into a one-man...err...elf-woman army.

Although I understand well the card-advantage that can be gained through such permanent sources of damage as Burning-Tree Emmisary and Kird Ape, I sought out as many ways as possible to create such card-advantage through the synergies of instants, especially those with cantrips attached. For this reason, some notably great aggro cards got the axe late in deck design simply because they did not fit as well in the overall strategy as some other variants). Cards that were highly considered include: Might of Old Krosa (this deck wants to cast instants during the attack, not at sorcery speed), Groundswell (a lower mana count means this often is worse than Giant Growth, still arguably playable) Runechanter's Pike (Clashes with Grim Lavamancer, more susceptible to a blowout from creature kill and graveyard hate) Livewire Lash (when out of gas, becomes a bad version of Bone-Splitter) and Skarrg, Rage Pits (Kessig, Wolf-Run is more of a mana dump, and in a fifty card deck two such similar effects was overkill). Don't get me wrong, all of these are great, but the deck size is sometimes a cruel mistress.


How to Play

This is a Voltron deck; as such, Rahda should usually drop turn two (barring obvious removal or counter) and will almost always go on the offensive starting turn three. Ranger's Guile and Vines of Vastwood can be kept ready to fizzle direct kill, and Mutagenic Growth can surprise save versus direct damage. Multiple sources of trample, and the synergy Rahda has with Break Through the Line, should make for more direct attacks; however, Young Pyromancer and Goblinslide can each offer defense vs. other aggressive strategies, as well as a more spread-out, late-game offensive if it comes to that (especially in tandem with either Atarka's Command, Dynacharge, or Violent Outburst).

Deck Tags

  • EDH
  • Tiny leaders
  • Rahda
  • Commander

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,472 times.

Mana Curve

Mana Symbol Occurrence

0002417

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Rahda, Tiny Voltron

to post a comment.