Chandra Ablaze

Chandra Ablaze

Planeswalker — Chandra

+1: Discard a card. If a red card is discarded this way, Chandra Ablaze deals 4 damage to target creature or player.

-2: Each player discards his or her hand, then draws three cards.

-7: Cast any number of red instant and/or sorcery cards from your graveyard without paying their mana costs.

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Printings View all

Set Rarity
Zendikar (ZEN) Mythic Rare

Combos Browse all


Format Legality
Vintage Legal
Duel Commander Legal
Tiny Leaders Legal
Highlander Legal
Legacy Legal
Penny Dreadful Legal
Oathbreaker Legal
Casual Legal
Leviathan Legal
Magic Duels Legal
Noble Legal
1v1 Commander Legal
Commander / EDH Legal
Canadian Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Modern Legal
Unformat Legal

Chandra Ablaze occurrence in decks from the last year


All decks: None%

RGW (Naya): None%

UBR (Grixis): None%


All decks: None%

Red: None%

Rakdos: None%

UBR (Grixis): None%

RBW (Mardu): None%


All decks: None%

UR (Izzet): None%


All decks: None%

UBR (Grixis): None%


All decks: None%

Red: None%

RG (Gruul): None%


All decks: None%


All decks: None%

Red: None%

Rakdos: None%

Commander / EDH:

All decks: None%

Red: None%

RG (Gruul): None%

Rakdos: None%

UR (Izzet): None%

RW (Boros): None%

BRG (Jund): None%

UBR (Grixis): None%

RUG (Temur): None%

RBW (Mardu): None%

RUW (Jeskai, America): None%

UBRG: None%

Latest Decks as Commander

Chandra Ablaze Discussion

Xenephrim on Wheel of Persistence

1 week ago

Also, looking further over the deck, I would strongly recommend replacing Chandra Ablaze with Jaya Ballard. An overall lower cmc and more synergy with your deck as a whole outweighs the additional red mana needed to cast her, in my opinion.

Specialsauce on Hazoret

3 weeks ago

Awesome deck! I love the creative discard theme! I'm always skeptical of discard in mono red given its issues with card advantage, but the value you're generating here definitely makes an exception! Going with the Chandra subtheme, have you considered Chandra Ablaze? I like this one here because she utilizes the graveyard, a resource you're constantly loading. Second, I think that Brallin, Skyshark Rider  Flip and Glint-Horn Buccaneer might be cool for combining discard with a red deck wins/burn the world gameplan. Overall, I love how this deck creatively combats red's problems with graveyard related value and just smart deckbuilding.

MindAblaze on Nekusar draw for days

4 months ago

Alright fair enough. I think it’s most of the way there already.

Personally, I don’t like Niv-Mizzet, the Firemind or The Locust God from my experience with The Mad King of Tristram. I prefer Runehorn Hellkite since most of my cards end up in the yard after a certain point. You’re not running Memory Jar, Wheel of Fortune, Chandra Ablaze, Incendiary Command (which I should see if I can squeeze back in) or Reforge the Soul though. These cards make your Liliana's Caress and Megrim way more impactful. There’s also that new shade that has the same ability on it too...Fell Specter.

Kjartan on Tempest of Baraqiel

11 months ago

First thing first, you're on a very slow deck.

Being slow is fine as long as you know how to be slow.

First rule of being slow: Interact.

Stop your opponents from doing what they're trying to do. It seems you've got a decent grasp around this, though many of your choices seem mediocre.

Second rule of being slow: Don't play cards that do nothing but progress your win-condition unless it will win the game on its own.

Lava Spike , for example, is completely wasted unless it actually kills your opponent.

Third rule: Gain card advantage (and by extention, avoid card disadvantage.)

Desperate Ritual , for example, is card disadvantage because it doesn't solve, nor progress, the board state or amount of value. It's only good when you're trying to get ahead or combo off.

This problem seems to be happening mostly because your deck is having an identity crisis.

You want to be a control deck and a combo-engine at the same time. Two playstyles that usually don't mix very well.

Other than that, you have some pretty sketchy choices when it comes to card quality. ( Chandra Ablaze and Venser's Journal are terrible magic cards.) And you should probably keep your deck at 60 cards.

Gl, cheers.

rdean14 on Card creation challenge

1 year ago

Serra, Mother of the Plane

Legendary Planeswalker - Serra

+1: You gain 2 life for each card in your graveyard, then you may shuffle any number of cards in your graveyard into your library.

-2: You get an emblem with, "At the beginning of each end step, if you gained life this turn, create a 4/4 white Angel creature token with flying and vigilance."

-9: You get an emblem with "Permanents you control have indestructible." and "You and permanents you control have hexproof"


This would be similar to Chandra Ablaze , as the -2 would be good, but still not amazing. The first ability is narrow, and can often do nothing.

+1: Archangel's Light

-2: Angelic Accord

-9: Avacyn, Angel of Hope + Shalai, Voice of Plenty

Although Chandra Ablaze easily reaches her solid ultimate, this Serra would be a hard task to reach it, but a better reward, also it fits its own strategy better. Burn doesn't want a 6 CMC walker. Control-lifegain doesn't mind a 6 CMC planeswalker, also until Chandra, this one likely protects herself well.

More bulk mythics!

Feltrix on "I'll keep watch" - Chandra, Fire of Kaladesh EDH

1 year ago

You're missing Chandra Ablaze , Chandra Nalaar , Chandra, Pyrogenius (this is forgivable because it's a PW deck Walker), and Chandra, the Firebrand ! You're down four Chanrdas!

Strike_Rouge on KOTH FLING (Oathbreaker wins)

1 year ago

rocksteady No problem! It's an interesting concept for sure.

One thing I spaced on was draw power and tutors. Mono-Red burn decks always have an issue here. The best I could suggest are:


Faithless Looting ; If you have Crucible of Worlds in play, you can discard a mountain or two after drawing your cards and then play it from the greaveyard.

Gamble ; the card name could not be more direct to the point, but given what we have to work with, it's one of the best tutors in this color.

Cathartic Reunion ; more Crucible shenanigans to be had here. Still good even without it in play.

Magus of the Wheel ; a slower Wheel of Fortune , but a more affordable one, too.

Wheel of Fate ; a slower Magus of the Wheel , and not my personal favorite due to its speed, but it's an option nonetheless.

Reforge the Soul ; a higher CMC Wheel of Fortune .

Wheel of Fortune ; The OG. Only recommended if you have the cash to blow on this thing.

Illuminated Folio ; I'm iffy here, but I'll throw it out, anyway. The only concern with this card is its initial investment and the odds of having mostly land and not enough Red cards in your hand.

Molten Psyche ; more of a hand refresher, but useful nonetheless, as that kind of effect is a burn deck's best friend.

Teferi's Puzzle Box ; not necesserily draw power, but definitely a hand refresher every turn. It keeps opponents frequently mixed up while giving you greater odds of finding anything that isn't a Mountain.

Browbeat ; almost a guaranteed draw because nobody wants to take 5 damage in this format (unless they have lifegain)

Dragon Mage ; a pricer card in terms of CMC, but getting a wheel effect every time you swing successfully is great.

Knollspine Dragon ; another mana-demanding creature initially, but it has a wheel ETB trigger and high p/t to boot.

Skullclamp ; make a Mountain a creature, equip Skullclamp, sac it, draw, repeat.

Scrying Sheets ; only do this if you're up to replacing all of your normal Mountains with Snow-Covered versions.

Chandra Ablaze ; her -2 is Windfall . This Chandra is sorta mana-intensive, but a lot of others seem to like her a lot.

Mind's Eye ; a higher initial investment, but it has a solid effect.

Seer's Sundial ; great for a deck dependent on always playing land.

Journeyer's Kite ; Repeatable land search. Perfect for the deck.

Planar Portal ; CMC-intensive af, but otherwise, it's a repeatable Demonic Tutor .

Mikokoro, Center of the Sea ; gives everyone draw power, but still produces mana when you need it.

Crystal Ball ; a cheaper (money-wise) Sensei's Divining Top .


Extraplanar Lens ; if you change your Mountains to the snow-covered versions, you will want this. You're going to be sacrificing your lands a lot, so the further those can go in mana production, the better.

Kher Keep ; mostly for defense.

Side Notes:

  • I don't recommend necessarily all of these, rather, browse through them and see which ones you like.

  • Try not to add too many utility lands. I only suggested the two I did because chances are, you could get away with 2-3 non-Mountain lands, but I wouldn't push your luck.

  • Your duplication spells can also be used to either counter Counterspell effects and/or duplicate opponent's draw/tutor spells. Try to keep that in mind in your games.

KongMing on Zedru's Harsh Communism

1 year ago

It occurs to me that a lot of people are going to try and keep good permanents in their hand, so you can't steal them. The way around that is to know what is in their hand, and steal it from there anyways.

Telepathy tells you what is there, and makes your counterspells much more useful.

Alhammarret, High Arbiter is funny because his ability continues to work even if you give him to someone else. Politics wise, he can help to rebalance the board, taking one player's big threat out of the game while giving the weaker player a 5/5 Flying blocker.

Chandra Ablaze gives you amazing hand control combined with Zedruu. She forces your opponents to discard all the cool stuff they've been holding, and then you draw a bunch of cards on your next upkeep with Zedruu to keep the resources imbalanced in your favor.

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