Chandra, Awakened Inferno
Legendary Planeswalker — Chandra
This spell can't be countered.
+2: Each opponent gets an emblem with "At the beginning of your upkeep, this emblem deals 1 damage to you."
-3: Chandra, Awakened Inferno deals 3 damage to each non-Elemental creature.
-X: Chandra, Awakened Inferno deals X damage to target creature or planeswalker. If a permanent dealt damage this way would be put into the graveyard from the battlefield this turn, exile it instead.
Printings View all
|Core Set 2020 (M20)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Chandra, Awakened Inferno Discussion
2 weeks ago
First time playing Modern since War of the Spark. Wasn't too sure of the meta at my LGS so I packed a little too much gy hate.
Round 1 vs. Dredge
Opponent was playing Dredge with Ox of Agonas.
Blood Moon on t3 limited his options which I Remand-ed back to his hand. No green meant no Life from the Loam to get his 5th land to hard cast the ox. Bounced 4 Prized Amalgam via Thing in the Ice Flip Flip and attacked for lethal after some burn to the face.
Sideboard for Game 2:
Started with an Anger of the Gods, Remand, Thing in the Ice, 3 lands, and a Lightning Bolt. T3 opponent casts Cathartic Reunion discarding 2 Stinkweed Imp and a Golgari Thug to dredge for 14. My T3 I remove Narcomoeba, 3 Prized Amalgams and a Bloodghast with Anger of the Gods. Drew the second Anger to keep his board clear. Tried to block Awoken Horror but when I showed Cryptic Command + Mystic Sanctuary he scooped with ~7 card left in library.
Round 2 vs. Eldrazi Tron
Opponent couldn't get t3 tron but managed a Chalice of the Void on 1, no can-trips or bolts for me. Played a Karn, Scion of Urza and decided to take an Expedition Map to try to get tron instead of a Mind Stone (He forgot that he couldn't cast it with Chalice). Remand-ed a Thought-Knot Seer twice and Cryptic-ed his Reality Smasher which flipped a Thing. Tried to stabilize with a Walking Ballista but before attacks I Archmage's Charm-ed to gain control of his only blocker. Game 2.
Out: 3 Opt
I had my only Snow-Covered Mountain in my opening hand which threw off my t3 Archmage's Charm and t4 Cryptic. I got lucky when my opponent still couldn't get tron until t5. Couldn't counter a Thought-Knot Seer and he took a titi but I also had a Magmatic Sinkhole to remove it. Kept countering his threats until I managed to get Ral, Izzet Viceroy out, -3 his Ballista on 1, he pings Ral and I keep using his +1 and countering his spells until I managed to ult Ral. He scoops.
Round 3 vs. Rakdos Vampires
Opponent was playing a vampire-themed midrange deck with Vampire Nocturnus, Gifted Aetherborn, Stromkirk Captain, Kalitas, Traitor of Ghet, Sorin, Imperious Bloodlord along with the standard black cards like Liliana of the Veil, Fatal Push, Dark Confidant, and Thoughtseize. T1 Cavern of Souls was a pain but I could still draw a card with remand to dig for removal which I found in a bolt + snapcaster. I won with another snapcaster + bolt.
Out: 2 Opt
In: 2 Anger of the Gods
Removed Kalitas with sinkhole and Force of Negation-ed his lotv when he tried to remove a titi which he did push later. Stabilized at 7 life by slamming a blood moon to get rid of Stensia Bloodhall and Lavaclaw Reaches but next turn he played Chandra, Awakened Inferno which I removed via bolt + sinkhole. Had to race him and beat him to death with a snapcaster and a Brazen Borrower. Won at 2 life.
Round 4 vs. Boros Burn
Out: 2 Opt
In: 2 Anger of the Gods. At this point I didn't have any Dragon's Claw in my sideboard so I knew this was my worst match.
Had to mull to 6 which opponent was happy about. Fought through two Eidolon of the Great Revel and stabilized at 6 life. Slammed Ral, -3 on Monastery Swiftspear, and +1 until he ulted, countering every burn spell without using a snapcaster. Opponent scooped after I used bolt + mystic sanctuary + ral emblem. Showed me a hand of 3 Searing Blood + 1 Path to Exile (from sb to get rid of titi).
I did not lose a single game this FNM but I knew I got very lucky vs Eldrazi Tron Game 2 and burn both games.
Changes to mainboard:
Note: Even though most lists run 1 Mountain it still felt really bad having it in my opening hand. This time I wasn't punished but I can't rely on that every time. An additional steam vents keeps me at 5 red sources without blood moon and it acts as an additional Island for Mystic Sanctuary
Changes to sideboard:
Note: Tonight I wasn't against a Stoneforge Mystic deck that my friend uses so I was pretty vulnerable to any artifact deck. Since I already have 6 cards in the sideboard that hate on graveyard decks and only ceremonious rejection for artifacts, I decided to put a recurrable hate card that can help deal with a variety of decks.
3 weeks ago
I like the list, it looks pretty fun! Neat take on Jeskai Fires, an archetype I played a ton of (Superfriends Style last season) and still play a ton of today (Cavalier/Kenrith build). That being said, I think theres a few things that you could do to smooth out the deck.
One big weakness of this archetype is that generally you get tanked by any sort of Aggro opponent. Sure you side in Deafening Clarion after game 1, but honestly having some sort of real removal besides Teferi/Callous Dismissal bounce effects would be nice. Since your game plan involves making reproducible tokens, or stealing creatures, running a few main deck copies of Shatter the Sky would fit perfectly. It is very impactful as a T4 play alongside Fires of Invention, and can really buy you time against most threats in the format. Fits with Narset and Teferi, and will help smooth your curve out a bit. I would add 3/4 if it were me, but maybe a 2:2 swap with 2 copies of Saheeli would do the trick. You don't really want to prioritize Saheeli if you have a Narset or Teferi on T3, and yes it is a great token producer to allow a steal target but I think the main deck board wipe at 4 mana might just be plain better for the game plan. Seems to me that a removal heavy early game (complemented by a few board wipes) will allow you the time thats needed to set up a steal on their most impactful creature.
Chandra, Awakened Inferno is another option to consider for your high end. Wipes most small creatures, can exile a bigger threat, and provides a win all on its own. 1 or 2 copies in the main might be better than playing something like Karn, but its just a thought.
Castle Ardenvale is probably the best thing I can think to include that will benefit from staying on the Divine Visitation plan. Gives you something to do with your mana if you have Fires of Invention on board, and gives you a nice way to stabilize if you are just top-decking low impact cards. I'd play 1 or 2 depending on the number of shock lands you are able to run.
Like I said, I think its a neat take on a popular strategy. I love when people try to figure out a "competitive" gameplan around a not-so competitive card/synergy. Hope these suggestions helped!
3 weeks ago
4 weeks ago
This has been a trend for a long time.
However, I think recent card design (from War of the Spark onwards) has exacerbated the issue to the point where a lot more people are sitting up to take notice, and the effects are being felt from Standard to Vintage. My thoughts for why:
- Planeswalkers have never been a card type with proper answers (other than overwhelming board presence). Until WAR, this was kinda tolerable because they were at least generally high CMC permanents, and so were largely control finishers (which is fine) or an alternate angle of attack for some midrange/prison strategies (also fine). WAR introduced incredibly impactful, low-CMC planeswalkers that are difficult to answer with board presence due to how fast they come down, to say nothing of some of their static effects.
- To contrast with creatures, although creatures have been growing stronger and stronger for years, strong creature removal (e.g. Plow, Bolt, Edict) was built into the game from the very beginning and creatures were inherently designed to generally await a turn cycle for real value (obviously ETB effects have mitigated this somewhat). Goyf is a great creature, but can easily be Pushed or Pathed or whatever; no harm, no foul. No real equivalent exists for walkers, especially since they always get one loyalty activation off before ever passing priority.
- We are seeing an uptick in cards that dissuade classic interaction paths - the most egregious being Veil of Summer. Counterspells and discard are extremely powerful effects and it is a design flaw of the game for them to be restricted to their signature colors, but regardless of that, these effects are the linchpin on which healthy Magic thrives - i.e. nothing is beyond interaction. Veil efficiently undermines this interaction, which leads to players favoring their own linear strategies that they can guarantee to push through with Veil.
- Beyond just Veil, though, there has been a noticeable uptick in "can't be countered" text on cards. I mean, even as a control player, I love Fry and think it's great design, but I worry when I see it alongside Shifting Ceratops, Thought Distortion, Chandra, Awakened Inferno, Destiny Spinner, and whatever else I forgot, all within a couple of sets of each other. As much as I hate to sound like a grumpy old man, I strongly get the feeling that the stereotypical new "hates counterspells/discard/removal/blah/blah/blah" players are being overly catered to.
- The WAR walkers are emblematic of a problematic design trend: asymmetrical hate effects. Prison effects have historically been symmetrical because of how it inherently balances prison decks - e.g. a deck wishing to run Thalia, Guardian of Thraben MUST rely heavily on creature spells to function properly. And in doing so, this also encourages interesting deckbuilding design. Now, of course, we instead get Narset, Parter of Veils asymmetrically hosing extra card draw, so there are no deckbuilding concessions to make - jam in your blue deck and away you go.
- This has been a thing for a long time in some form or another, like how hexproof supplanted shroud. You know how everyone likes to complain about being a shitty color (or at best a splash utility color)? Part of the reason is because cards are often actually properly designed with powerful but symmetrical effects (like sweepers), meaning that you have to make deckbuilding concessions to see their real power. But since Wizards decided that can just have generic goodstuff with no build around necessary, how is (and to a lesser extent ) supposed to compete with that?
- Narset (and the other WAR walkers) are especially bad here because their asymmetric effects come in the color that cares about them the most. As a control player, I'm actually cool with a card that has Teferi, Time Raveler's static effect (although I would like it to be symmetrical, as described above), but what I cannot forgive is that said static effect is attached to a card...or in other words, the colors that care most about instant speed reaction.
- Why is the above a problem? Mental Misstep problem. If I'm a control player playing the mirror, all I need to do is stick a Teferi and I basically can't lose. When the best counter to a card is resolving it yourself first (even if only for a particular matchup), that should set off massive warnings in everyone's minds.
- By Wizards' own admission, best-of-1 play (i.e. a good chunk of Arena play) now influences card design. This means that we're going to get a lot more "maindeckable" cards like the new Kunoros, Hound of Athreos being a maindeckable Grafdigger's Cage. This leads to decks being really boring and similar, since every deck has to somehow be ready for everything else, and since reactive strategies inherently do better in best-of-3 (cause you need your answers to line up with the opponent's deck), that means proactive jam-first strategies are even more the way of the future than they already are.
- It takes a lot to build around something these days. What's a mechanic that's so powerful that it's worth building around (i.e. playing otherwise suboptimal cards for)? There are only a handful that ever made it into eternal formats, like dredge, storm, miracle, and affinity. Pioneer is notably devoid of any of these, and we can see the result: fair decks are all just generic goodstuff in whatever chosen colors (and unfair decks are always shown the door if they ever put up real results).
- Even Commander is not exempt from these trends. Part of the fun in EDH, at least nominally, is that you can explore interactions throughout all of Magic's history (like Legacy and Vintage), but at a tiny fraction of the cost and at a power level that suits you and your friends. I fear that the direct-to-Commander products Wizards pumps out undermines this, by printing generically good commanders that are stupid easy to build around (or have abilities that function from the command zone cause why not), and by printing "must includes" like Command Tower and Arcane Signet that reduce the actual number of choices players have in their decks (not to mention essentially tax players to stay competitive).
1 month ago
Hey man, this is a really tight list! My suggestions are going to seem half-hearted, because there isn't a lot I would change here. All the key pieces I was looking for are already here. Well done.
I really like Torbran as a pressure and efficient boardwipe commander, so I'm glad to see both of those elements here.
Here's some cards to consider:
Immolation Shaman is another pressure card you're missing.
Satyr Firedancer is some cool tech with direct burn spells, plus the +2 damage from Torbran stacks!
Shadowspear from the upcoming set might be awesome in here. You can target stuff and they lose indestructible. Huge.
Drakuseth, Maw of Flames is a great finisher, with Torbran he's actually dealing 9, 6, 5, and 5.
Let's talk about card advantage. If you add ANY of the cards I suggest, please let it be these.
Cavalier of Flame is a good self wheel/later damage, as well as Khorvath's Fury . Reforge the Soul is just a solid wheel and budget Wheel of Fortune. These plus the wheels/looting you already have go great with Glint-Horn Buccaneer , who's also solid on his own. Humble Defector is my second favorite magic card, and is a great political card or just combos with Homeward Path , which you already have. Tome of Legends has been finding it's way into most of my decks with low cost commanders, if you attack with Torbran you should consider it. Ignite the Future is basically Red's harmonize, and I suggest it for any red deck without blue. And since you're in one color, Endless Atlas is a solid draw engine. Finally, Light Up the Stage is an okayish little draw spell you might consider.
Here's some cards I'm not convinced by and you might consider cutting for my other suggestions.
Chandra, Awakened Inferno Emblems don't have a color, so Torbran doesn't affect then. Yeah she can wipe the board, but you can more easily do that for 1 mana instead of 6.
Electrodominance under-preformed in Neheb.
Sundering Stroke I think is too expensive for what it does. It's hard to get 7 red without Neheb out.
By Force unless you really have to deal with artifacts every game. Add draw to get to the other removal you have faster.
Price of Glory under-preformed in Neheb, people just hold up mana rocks.
Urabrask the Hidden Haste at 5cmc is way too late. Replace with Cavalier if you really think you need it, or anything else.
Thran Dynamo this deck is hungry for red mana. I'd suggest finding a mana rock that gives red. Arcane signet maybe?
Magebane Armor is cool, but most of your sweepers don't kill your important creatures.
That's all I got for cuts, again. tight list man. Love it.
1 month ago
Cool list I've been wanting to make a mono red deck for a while. Irencrag Feat & Seething Song are great ways to get some of your big threats out early. I would also recommend Chandra, Awakened Inferno and Drakuseth, Maw of Flames as some additional big threats. Jaya, Venerated Firemage also definitely shines in a mono red build. Hope some of these suggestions helped
2 months ago
- 1.) Somehow my Eldrazi with Suspend X got posted above your challenge in which it actually was issued? Strange. Did you happen to edit your post or something?
- 2.) Disregarding a challenge because you "already did that" is insulting to the person who issued it and is down-right rude. Even if you personally feel this is the case, someone else probably has not done it and this gives them an opportunity to try.
- 3.) Issuing a challenge in place of someone else's is also rude.
The challenge still stands as it has not been completed yet:
- Apparently Sorin's magic is not limited to blood magic, but he can also curse living beings. I'd like to see a mono-black Sorin who can create enchantment - aura curse tokens or even emblems that other players can get, such as how Chandra, Awakened Inferno does.
2 months ago
Going on an Eldrazi theme today, apparently.
Mockery of Knowledge
Creature - Eldrazi
Each player's hand size is reduced by 6. No player may have 'no maximum hand size'.
Suspend X -
At the beginning of your upkeep and after you have removed a time counter from Mockery of Knowledge if it is suspended, scry X where X is the remaining number of time counters on Mockery of Knowledge. You may then draw two cards. If you do, exile a card from your hand.
Whenever you cast a spell with converted mana cost 3 or higher, remove a time counter from Mockery of Knowledge.
A lot going on there, but basically suppose you Suspend 4. This means after you remove the first time counter, you get to then scry 3. You then may draw 2 cards and exile 1 at random.
Once it hits the field, you should have had plenty of time to give yourself the best advantage possible as now no player may have more than 1 card in their maximum hand size.
Apparently Sorin's magic is not limited to blood magic, but he can also curse living beings. I'd like to see a mono-black Sorin who can create enchantment - aura curse tokens or even emblems that other players can get, such as how Chandra, Awakened Inferno does.