Chandra, Torch of Defiance
Planeswalker — Chandra
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra, Torch of Defiance deals 2 damage to each opponent.
+1: Add to your mana pool.
-3: Chandra, Torch of Defiance deals 4 damage to target creature.
-7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to target creature or player."
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Chandra, Torch of Defiance Discussion
22 hours ago
1 day ago
1 day ago
Moving up the mana ramp, you have no one drops at all. I'd recommend 3-4 each of Toolcraft Exemplar and Thraben Inspector. Good both early and late game, generally. Maybe a few copies of Inventor's Apprentice.
Renegade Wheelsmith is a good way to open someone up for some damage. I would ditch Caught in the Brights, Hungry Flames, and probably Pia's Revolution in lieu of Harnessed Lightning and possibly Declaration in Stone/Stasis Snare as good removal. I would switch a copy of Kari Zev, Skyship Raider for a copy of Depala, Pilot Exemplar. 3 copies of a legendary is a good rule of thumb.
Boros colors are very strong in Standard right now, and what you have is the groundwork of a good deck. Happy building.
2 days ago
No problem, I enjoy testing decks, although the control mirror was very tedious as both of us would have removal, but nothing to remove, lol.
Now as to the 3-3 or 4-2 split, the primary difference between your build and mine is that Saheeli's Artistry becomes copies 4 & 5 of Torrential Gearhulk (to quantify, this is against non control decks, as a counter spell can shut that down quickly). I went with an even split, to diversify my answers, because when I ran only 2 Metallurgic Summonings, it seemed that 85% of the time or more, both copies were on the bottom of the library, right next to each other (to be fair, that's just RNG, but I liked having the 3rd copy so I wasn't as butt hurt about losing one to removal or counters).
In your build, mainboard, you are hoping to win on one of eight cards (or a combination thereof), which is 4 Torrential Gearhulk, 2 Dynavolt Tower, and 2 Chandra, Torch of Defiance. In my build, I'm banking on one out of eleven win cons, 3 Tezzeret the Schemer, 3 Torrential Gearhulk (I'm only counting the 3 actual copies, not the ones that could be made by Saheeli's Artistry), 3 Metallurgic Summonings, and 2 Westvale Abbey Flip (more specifically, the transformation Ormendahl, Profane Prince Flip), and to be fair, in non control match ups, I have been able to use this as a win condition. So, I feel as though your build is a little more streamline, but in the mirror match, you might compete for answers if you go into a super long game.
As for Yahenni's Expertise vs Radiant Flames, this is really a flavor/Meta call. Your commitment to double swamp for Yahenni's Expertise is 8 lands (not counting Aether Hub as it isn't consistent swamp mana), whereas in my build, I am at 9 swamps. I find that I would rather have access to 3 colors more often, and in my build I can get there very easily, whereas in your build, sometimes that double black wasn't easy to hit all the time. The other side of the coin is this, if you cast Yahenni's Expertise and you don't take advantage of the free cast on it, it's just a 4 mana sweeper effect, whereas Radiant Flames is just a 3 mana sweeper effect. I get that the Expertise gets around indestructible, however this becomes more of a Meta question. If Selfless Spirits and Archangel Avacyn Flips are dominating your Meta, then the Expertise might be the better call. Although, both of our decks are running enough removal, that I don't see a lot of decks able to flood the board fast enough to be a serious threat. To that end, I find that Grasp of Darkness fills the role of spot removal for most indestructible threats.
My biggest take away from the playtesting was that I could easily cut Harnessed Lightning as a removal spell for my deck and replace it with a 4th Grasp of Darkness and 2 main board Negate, or 2 Void Shatter, or anything like that. Harnessed Lightning really is only effective post board for me, but for you, it helps juice up Dynavolt Tower. The mirror is probably the best test for our decks as it helps you figure out what your long term strategy is. Against aggro decks, I think both of these decks would crush most of them with ease (of course, Aggro decks can get up underneath of a control deck, so they present a big challenge in some respect).
Again, if I were to refine Grixis down, I think that that U/B list I posted previously would be the ideal build, maybe with a few tweaks, but it does streamline what the Grixis deck does, except both of our decks have a lot more flare and personality in comparison. To our credit, we could easily streamline the decks to win, but then they become cookie cutter win con shells that don't represent us as players or individuals. The obvious improvement inclusions would be Liliana, the Last Hope (this gets back our gear hulks, so double value there), Kalitas, Traitor of Ghet is a fantastic companion to a suite of removal spells, as he makes zombies and exiles an opponent's creatures, Transgress the Mind should be a main board "silver bullet" as it takes out a lot of the win conditions that folks are running and the removal/counters takes out the rest, and lastly, Jace, Unraveler of Secrets/Ob Nixilis Reignited are just fantastic cards that can give you advantage, spot removal, or inevitability. Control is poised to be powerful, and I think we are on the cusp with our decks. Thanks for all the input, I'd love to hear any other thoughts or ideas you might have.
2 days ago
Round 1 - You were on the play. Only I took a mulligan. 14 Turns, 28 minutes. Double Dynavolt Towers made it easy for you to start to overwhelm me.
Round 2 - I was on the play, we both took a mulligan, me to 6, you to 5. 17 turns, 21 minutes, I managed to cast Saheeli's Artistry on a Torrential Gearhulk, which overwhelmed the board. You ran out of draw and stagnated in the late game due to me casting Disallow.
Round 3 - You were on the play. Neither of us took a mulligan. 18 Turns, 37 minutes (we would have gone to time at this point and we would have stalemated). In the interest of finishing the match I played it out. I landed a Metallurgic Summonings and just stomped you with tiny constructs which took 11 turns to happen.
A very grindy, mirror match without the use of sideboards.
Round 1 - You were on the play. I had to mulligan to 4. 16 turns, 23 minutes, you managed to ultimate Chandra, Torch of Defiance, which sealed your victory.
Round 2 - I was on the play. You had to mulligan to 5. 22 Turns, 31 minutes, two Metallurgic Summonings landed, no counters in hand, lots of removal, but I swung in with an army of constructs.
Round 3 - You were on the play. We both had to mulligan to 5 (I'm fairly certain that the randomize for lands with TappedOut doesn't actually work). 18 Turns, 29 minutes, you landed the killing blow with double Dynavolt Towers.
Again, very grindy. No sideboard.
Round 1 - I was on the play. No one had to mulligan (the system is not trying to make a liar out of me). You kept a 3 land hand, with all 3 colors of mana, but didn't draw any additional mana for 5 turns, which let me land a Tezzeret the Schemer and a Metallurgic Summonings. I quickly hit Tezz's ultimate and overwhelmed the board. I didn't keep track of the turns or time with this one.
Round 2 - You were on the play, and I used our sideboards for this. You brought in Lost Legacy and Transgress the Mind. I brought in Ceremonious Rejections and Fevered Visions. Turn 3, you dropped a Lost Legacy, I figured if this was really round 2, and based on what you saw of the mainboard, you would either name Tezzeret the Schemer or Metallurgic Summonings. Since you had both, I named Tezzeret first. I landed a Fevered Visions on Turn 3. Turn 4 you named Metallurgic Summonings, and on my turn 4, I landed the second Fevered Visions. Both of our hands we constantly full, and you took 4 a turn for several turns, before the card advantage and pings became too much.
So overall, this tells me that control vs control is tedious and unpleasant. I can certainly see the merit of your deck and how well it would work against any other deck. I do think that the RNG for the lands was BS and affected the outcome more than anything else. I do think that I could streamline my deck to be more consistent, but against any other type of deck, I think that both of our decks would kick some serious ass. I encourage you to try play testing the two of them and see what results you come up with.
2 days ago
I would recommend replacing your win cons with ones that can clear up any small creatures that may have gotten out before your land destruction took place, some examples are Chandra, Torch of Defiance and Grim Lavamancer.
3 days ago
Subbing to see how this evolves.
3 days ago
Or Chandra, Torch of Defiance? As a 1-2 off, thinking about making this deck to play in gameday!