Chandra, the Firebrand

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2013 (M13) Mythic Rare
2012 Core Set (M12) Mythic Rare

Combos Browse all

Chandra, the Firebrand

Planeswalker — Chandra

+1: Chandra, the Firebrand deals 1 damage to target creature or player.

-2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

-6: Chandra, the Firebrand deals 6 damage to each of up to six target creatures and/or players.

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Chandra, the Firebrand Discussion

Merlin_Darkrimson_Voidmystic on Monored Budget Burn

1 week ago

I've altered the total of Chandra, the Firebrand and traded and Incendiary Flow for an Incinerate, as they do the same thing but Incinerate is cheaper.

VaultSkirge on Green-Red Control

1 month ago

Chandra, the Firebrand just isn't that good in Modern. In a vacuum, Chandra, Pyromaster is better, and she gets even better with the current Modern meta.

Ballzanya on Green-Red Control

1 month ago

I'm also not sure how good Chandra, the Firebrand is in modern. If you're looking to sideboard a chandra against token decks, Chandra, Pyromaster is just better.

Pieguy396 on Riku's Forces

3 months ago

OK, now for cuts:

  • Howl of the Horde is only really good in a deck that youre going to be attacking a lot. 3 mana for a Fork is too much here.
  • Talrand's Invocation likewise doesnt do a lot. 4 mana for 2 2/2 fliers is bad in EDH, and 6 mana for 4 2/2 fliers with Riku isnt great either.
  • Telemin Performance just doesnt do a lot.
  • world of war is also mainly only good in attacking decks, and most of your win conditions are combos.
  • Fabricate is good, but you dont have a lot of artifacts that are critical to your deck.
  • Chandra, the Firebrand is also pretty much a 4-mana Fork, which still isnt great here.
  • Desertion is good, but its just too much mana for a counterspell.
  • Hinder was mainly used when the tuck rule was still in effect, where you couldnt return you commander to the command zone if it got put into your deck somehow. Now, its become outdated. Same with Spell Crumple.
  • Increasing Vengeance is good, and could very well belong here, but Im not a huge fan.
  • Counterflux, Plasm Capture, Void Shatter and Voidslime are also fairly expensive for counterspells in a deck that isnt hard-control.
  • Manalith is too easily outclassed by other mana rocks.
  • Archaeomancer is possibly too much mana for the effect. This one is more of a personal preference, but it could very well belong here. Im just not a huge fan.
  • Melek, Izzet Paragon is also too much mana for too little reward.

In case you didn't notice, there's a little bit of a theme with the above cards. None of them are bad cards, but in most cases, you're spending too much mana for an effect you can get much cheaper with another card. Or, some of them just don't belong in the typical Riku build.

Well, in any case, thats all I have for now. If youd like some other comments (perhaps youd rather not run so many infinite combos), feel absolutely free to comment on my wall again; Id be happy to make another pass. Enjoy!

Madmithra on Narset, the Friendship Destroying Monk

5 months ago

jason31502 Yeah I've tested my version of Narset at my last local Commander Tourney. I got a lot of hate from those who played against it. There was even a situation where Narset was destroyed I was about to die due to infect from a creature with Sword of Feast and Famine and Sword of Fire and Ice on it next turn but I used Long-Term Plans few turns prier and had a Chandra, the Firebrand out with 2 loyalty counters. I -2'd Chandra and played Time-stretch..... My opponents scooped after that xD

ZtheGreat on Ishi-Ishi vs. The Universe

6 months ago

We're getting into the range of less-budgety things (assuming that's what you were going for) but Price of Glory, War's Toll, Crawlspace, Tangle Wire really slow opponents down.

Caged Sun and Doubling Cube if you want to win with big mana X spells. Also, Demonfire forces the damage through

Rite of the Raging Storm can help lower life totals.

Furnace of Rath, Dictate of the Twin Gods and Gratuitous Violence. I think these really help what you're trying to do here.

Tormenting Voice, Wild Guess, Cathartic Reunion, Staff of Nin, Loreseeker's Stone and Daretti, Scrap Savant. These are all card draw, and red generally needs all the help it can get. Bonus to Staff, Daretti and Stone for being repeatable. Plus, Staff pings. Daretti also does all the artifact goofiness, which generally gets you some value, even if you don't primarily use artifacts.

Divergent Transformations and Indomitable Creativity are spot removal that people won't hate you for, because it gives them something else.

Blasphemous Act is one of red's best sweepers. It always does work for me.

Journeyer's Kite is repeatable "ramp", and also, Deck Thinning is Deck Winning. Armillary Sphere can ramp you as well.

Isochron Scepter + Last Chance/Final Fortune + Sundial of the Infinite = Infinite turns

Chandra, the Firebrand and Pyromancer's Goggles copy instants and sorceries, which ties back into your "blow people out with X spells" subtheme. Mirari does this as well.

Cascading Cataracts and Darksteel Citadel are great in decks that destroy lands.

Mystifying Maze and Maze of Ith are good stall tactics for a creatureless deck. Glacial Chasm as well.

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