|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch (OGW)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
Planeswalker — Chandra
+1: Put two 3/1 red Elemental creature tokens with haste onto the battlefield. Exile them at the beginning of the next end step.
0: Discard all the cards in your hand, then draw that many cards plus one.
-X: Chandra, Flamecaller deals X damage to each creature.
Chandra, Flamecaller Discussion
2 days ago
Hey idk if you know this and are playing her anyway just cuz she’s kind of a bomb card, but Chandra, Flamecaller ’s elementals don’t die. They’re exiled on the end step.
3 weeks ago
I feel like Elspeth Tirel should be a bit higher. With cards like Forge of Heroes or any one proliferate effect she can instant reset the board which I feel is pretty strong considering that it hits all oathbreakers. She is one of the few planeswalkers who can boardwipe like this too. Most other destroy thing planeswalkers only hit certain permanent types or have color restrictions or require more than one loyalty added to them before being used.
Also feel like Chandra, Flamecaller is a little to low. The ability to wheeel constantly is pretty powerful and she also can clear the board.
Think the ones I mentioned can maybe be moved up a rank.
1 month ago
Now the deck is really complete! Keep up the good work Arkheid!
I'd also suggest to add some of the available Wheel effects for compensating lack of draw spells in Boros. These also synergize perfectly with Smothering Tithe , allowing for explosive turns. These cards are:
- Wheel of Fortune
- Magus of the Wheel
- Dragon Mage
- Runehorn Hellkite
- Wheel of Fate
- Reforge the Soul
- Chandra, Fire Artisan
- Chandra, Torch of Defiance
- Chandra, Pyromaster
A question. Why do you have Twinflame ? It doesn't seem to be a good card in this deck, as copying your commander, albeit rebuying you the spell, is then shut down by the Legend Rule, thus having you sacrifice one of the two between original or copy of Feather as a state-base action.
I would kindly advise Hall of the Bandit Lord , as it allows for very good plays you otherwise would miss: its only problem is that it can work only if you are casting for the second time or more your commander and use its mana for commander tax. On the other hand, I would also suggest Lightning Greaves , as you could cast all your instants on the commander and at last equip the Greaves: it can be more of a nonbo than anything else, as it also cuts off combat tricks you could cast and is not removable from the commander unless you control another creature. You have a low creature count, so IDK, maybe not worth including.
At last, one kindof good card for ramp in not green: Explorer's Scope .
2 months ago
Okay, here are my suggestions: Drop: Creeping Renaissance , Explore , Grow from the Ashes , Ranger's Path , Pir's Whim , Praetor's Counsel , Search for Tomorrow , Skyshroud Claim , Sylvan Scrying , Chandra, Flamecaller , Fires of Yavimaya , Asceticism (unless you already have one), Into the Wilds , Rites of Flourishing , The Mending of Dominaria , Flamekin Village , Sheltered Thicket , Elvish Rejuvenator , Flamekin Harbinger , Incandescent Soulstoke , Turntimber Sower , Thunderfoot Baloth , Stalking Vengeance , Thaumatic Compass Flip, Gruul Signet , Nissa, Worldwaker
Add: Zendikar's Roil , Circuitous Route , Multani, Yavimaya's Avatar , Perilous Forays , Elemental Bond , Harrow , Nissa, Vital Force , Mina and Denn, Wildborn , Goreclaw, Terror of Qal Sisma , Where Ancients Tread , Terramorphic Expanse , Jund Panorama
3 months ago
3 months ago
4 months ago
Hey, so Ive actually been working on the Boros strategy guide. And you exhibit a problem of one of the first topics that Im going to be talking about. Which is trying to build aggro the same way you would for RDW in standard. This is a big issue that a lot of people run into when building Boros, and it shows up very frequently with Iroas. Anyway, ill have a whole video on that. But that main point is here that your primary damage shouldn't be coming from 1 and 2 drops. The bulk of your damage should come from 4-7 drops. So you'll need to go bigger than what you have right here. Not so big that you get blown out by counterspells and removal, but anything you land into play should have at least some impact. Your 1 and 2 drop creatures should be all about abilities, not about damage. A few examples would be cards like puresteel paladin, stone forge mystic, and grand abolisher. Awesome abilities, and although they may attack when its profitable to do so, damage isn't their primary purpose. And when you think about it, of course low cost creatures can't live up to the damage that something like an Aurelia or Gisela will pump out. So the summary, small creatures should be about value and ability, bigger creatures are more about the damage, but should still have good abilities. One last point, while it is possible to aggro out a table on turn 5 or 6 with something like Aurelia, which I've done. Its so so weak to removal. One board wipe can completely crumble a deck like this, so we want to mitigate that risk as much as possible.
What all of that means is that we want to be cutting low costed creatures that don't give us much benefit, and replace them with higher costed things that have a lot more thump. So heres what I would cut: Leonin Vanguard , Boros Challenger , Fresh-Faced Recruit , Sun Sentinel , id probably also cut the Akroan Hoplite . There are times when it can be good, but there are enough times where its not good that I don't love it.
As far as creatures to add, you can take a look at my Tajic list. I believe I got really clunky around 4 mana, lots of good soldiers there. Also like Lena at the top to protect against board wipes. 2 that I missed were the exile creatures one, and the 6 mana lord one.
You'll generally want the creature count to be between 25-30 for a swarm style deck, but if you wanted to be a bit more controlling then you can drift down to 20 or so.
As far as stopping control. here are the things to think about. You don't need to kill a control deck on turn 5 to be successful. You can kill them turn 9 or 10 as long as you keep them off whatever their plan is, which generally comes down to removal. I cant mention it enough times how much I love running wear/tear, crush contraband, and return to dust all in the same deck, usually with an austere command to boot.
Some classic control breaker cards are Grand Abolisher you have the flail already, and Price of Glory . Becareful with price of glory. Thalia is good against the free counterspells if those are an issue. Cavern of souls is pricey but helpful for a tribal deck.
Another thing to consider is that you'll generally have a lot of creatures on the ground, so you can block for planes walkers. And walkers are usually good for control. The best ones in boros are usually Chandra, Torch of Defiance , Elspeth, Sun's Champion , and Chandra, Flamecaller is very reasonable, oh and Gideon, Ally of Zendikar . Either Nahiri is also fine, but not usually overwhelming.
And one final bit of control breaking Keldon Firebombers is a soldier. You can decide if thats a route you want to go.
At the macro level, your land count will need to come up as your deck gets higher on cmc. 37 lands is the place to be. Your spell count could come down slightly, I would consolidate the artifact/enchantment removal into the 3 mentioned above, unless you have some really meta specific things you are tuning for.
Again check out my list for some interesting adds. My list isn't perfect, theres a few things I would change. I probably need to cut a few artifacts and creatures for wear/tear, crush contraband, return to dust and also just smooth out the curve a bit more. But its a very good start.
Best of luck!
4 months ago
Maybe consider Chandra, Flamecaller , Khorvath's Fury , Reforge the Soul , Rix Maadi Reveler , Runehorn Hellkite ? Or if you wanna keep things simple and cheap, Read the Bones and Moriok Replica are solid.
Chandra, Flamecaller occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%