Arcane Foundry › Commanders › Radha, Heart of Keld
Radha, Heart of Keld
Legendary Creature — Elf Warrior · {1}{R}{G} · Green/Red commander
During your turn, Radha has first strike.
You may look at the top card of your library any time, and you may play lands from the top of your library.
{4}{R}{G}: Radha gets +X/+X until end of turn, where X is the number of lands you control.
Build a Radha, Heart of Keld deck →
What Radha, Heart of Keld actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{4}{R}{G}: Radha gets +X/+X until end of turn, where X is the number of lands you control.
- Static ability · restrictionYou may look at the top card of your library any time, and you may play lands from the top of your library.
What a Radha, Heart of Keld deck needs
Plays as lands. What the commander asks of the other 99 — read from the card and checked by hand.
- a dense deck of what it plays from the top, and top-deck manipulation (scry, Sensei's Top) to line it up
- land ramp, extra land drops and landfall payoffs (its text counts or triggers on lands)
The Radha, Heart of Keld deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 32× Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- 9× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 11× Refill your hand
- 5× Keep a permanent you control alive through removal
- 6× Get ahead on mana
Best cards for Radha, Heart of Keld
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put a land onto the battlefield — for a landfall commander this triggers where a normal land drop does not
- Exploration1 mana
- Explore2 mana
- Dryad of the Ilysian Grove3 mana
- Exploration Broodship1 mana
- Azusa, Lost but Seeking3 mana
- Loot, Exuberant Explorer3 mana
- Wayward Swordtooth3 mana
- Druid Class2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Crush1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Needle Storm3 mana
Refill your hand
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Professional Face-Breaker3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Sticky Fingers1 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
Get ahead on mana
- Sol Ring1 mana
- Gruul Signet2 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Joraga Treespeaker1 mana