Chandra, Flamecaller

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

Tokens

Chandra, Flamecaller

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.

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Chandra, Flamecaller Discussion

Shana42 on A Fine Day To Die [[EDH]]

6 days ago

I think I would cut a planeswalker maybe? they are similar CMC so they would keep your curve about the same, personally I would say Chandra, Flamecaller while she is nice due to her board wipe and hand recycling I don't feel she is all that great for this deck but I could be completely wrong.

Pinkie_Satanas on Grenzo Mono-Red Aggro-Control

3 weeks ago

Hello ^^ I haven't put my version in tappedout yet, but I'll do it as soon as I can! The changes I tried over your version are minimal for now. I'll list them one by one:

1) in Loyal Apprentice, out Young Pyromancer. The few times I've played pyromancer I haven't been impressed at all, while the apprentice have been an overperformer. Maybe it's a matter of playstyle, but I've come to appreciate haste a lot. I was also considering taking out Thorn of Amethyst so it's probably worth to have pyromancer instead, as cheap token producers are very good in this deck, although I'm still not quite sure if pyromancer scales as well as apprentice as the game goes on; apprentice topthers having haste and flying is huge to push in grenzo triggers.

2) Took off Moggcatcher for Glorybringer. As an standard red player I've been consistently impressed with the dragon. The way I see it, it's a heavy hitter, able to push in damage and get grenzo triggers on late game fast, that sometimes kills stuff. I haven't drawn it yet so I'm gonna consider this a flexible slot, and try some other alternatives over time. Stolen Strategy feels also like a good replacement for moggcatcher, as both are grindy cards.

3) took off Sandstone Oracle for Chandra, Flamecaller. I see why the oracle is here: helps catching up, can't be easily casted with our colorless fast mana, has a nice flying body, and can be quite grindy with Daretti, Scrap Savant or Goblin Welder. However, in my experience it rarely does enough if you are not in a dedicated Daretti deck. 7 mana is a lot and unless you have some player going crazy on the table, the draw etb is not that good if you can't consistently recurr it. The fact that it dies to artifact removal is huge too. Put in Chandra instead cause is 1 mana less, the 0 ability is a very consistent way to get you cards, the tokens she produces have haste and help with grenzo triggers (they are also great sac fodder, and as Spawning Pit has been super good the few times I've play it, I'm super happy to have more psinergy with it), they close games very quickly too. Chandra also is a board wipe in a pinch and very good to have in play when you Jokulhaups. I still haven't got to draw an play the card but as the deck generates lotta tokens to defend her, I feel it's gonna be decent, what do you think?

3) Alternatives to Mishra's Workshop. Put in Temple of the False God cause it felt similar, but it leds to some feel bad moments so I'm considering taking it off. Crystal Vein is always a mana source that can give you a burst when needed, and Scavenger Grounds doesn't ramp you but it's such and easy inclusion to hate on graveyards, something the deck lacks.

General considerations! Man I miss Chaos Warp so much in this deck. It's an answer to Ghostly Prison effects that are very bad for us, walkers that bolt can't hit, indestructible eldrazis, stuff that our damage base removal can't kill... I feel those represent the three things this decks is weaker against: ramp to big creatures strategies, dedicated token strategies (with green) and pillow fort. The last feels less problematic cause generally pillow forts are annoying to everyone on the table so other players are gonna also throw removal at them. But I feel we are kinda hopeless against lotta big dudes cause almost none of our removal can si anything about them and our creatures are to small to trade. Token strategies present a wall of chunk blockers that's hard to attack into, that eventually get very big and ran over you quite easily.

I'm putting cards like glorybringer or chandra in the deck to be able to disrupt those strategies and kill them as quickly as possible. I just wanna as much cards that can act as removal as I can get Xd so I have Mizzium Mortars, Subterranean Tremors and Umezawa's Jitte in my radar. The freaking jitte is in my binder looking at my with puppy eyes asking me to play it, such a great card, does so much! Bolt is the card I'd maybe take off for any of those but I'm still not sure at all. And sorry for the wall of text. I love the deck and I'm putting a lot os thought and work into it :P Tell me what you think. Did you consider any of these cards?

RingoDingo92 on Om-Nom-Nom-Nath

1 month ago

PauperPower, thanks for the upvote and suggestions! However, gonna pass on both because a) I ran Chandra, Flamecaller for a short period and didn't feel she was useful enough to warrant a spot and b) I like Skullclamp but I wouldn't want to cut a card for it since I already have a decent amount of better (and quicker) draw options.

PauperPower on Om-Nom-Nom-Nath

1 month ago

Chandra, Flamecaller for those Omnath death triggers on her +1.

Also in that same vein, Skullclamp.

enpc on Akroma is here to smash face and win the arms race

1 month ago

As someone who has recently built an Aurelia, the Warleader voltron-esque deck, there are a lot of lessened which I have learnt which are are applicable here.

As mentioned by others, you need more ramp. Since you're mono-red, fixing isn't as important, so cards like Worn Powerstone, Thought Vessel, Mind Stone are all good. I would also recommend Wayfarer's Bauble and Burnished Hart which help your Extraplanar Lens. I know Hart is a bitt slow, but it's consistent. Myriad Landscape is also good.

For card advantage, I would suggest adding Reforge the Soul and Endless Atlas. Chandra, Flamecaller seems like a good fit too.

I think if you increase your low end ramp count. You can also bring your number of lands to like 37 as well.

TheNocholas on Lathliss, Enter the Dragonfield

1 month ago

I am considering running Chandra, Flamecaller as a six drop 4 or less toughness board wipe.

elgosu1337 on Lord Windgrace, the Doubler

1 month ago

Nesting Dragon should really be in the deck since each land gives you two Eggs which become four Dragons, or if you have both Parallel Lives and Doubling Season, four Eggs which become sixteen Dragons.

Some stuff to sacrifice the tokens like Ashnod's Altar, Phyrexian Altar, Viscera Seer, Altar of Dementia, Greater Good, Attrition, Emrakul's Evangel, or Descent of the Dragons could be pretty good. Pitiless Plunderer also gives more mana whenever your creatures or tokens die.

If you're running Doubling Season, Realm Seekers becomes even bigger (and is already useful to find important lands). Path of Discovery will also make your creatures even bigger or draw you more lands. Eternity Vessel would also double your life and make you very hard to kill. You could try planeswalkers like Liliana Vess, Garruk, Caller of Beasts, Nissa, Genesis Mage, Nissa, Vital Force, Xenagos, the Reveler, and Chandra, Flamecaller for their abilities and ultimates.

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