|Commander / EDH||Legal|
Printings View all
|Kaladesh (KLD)||Mythic Rare|
|SDCC Promo 2017 (S17)||None|
|Promo Set (000)||Mythic Rare|
Combos Browse all
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, player or planeswalker."
Price & Acquistion Set Price Alerts
Chandra, Torch of Defiance Discussion
5 days ago
Your build seems pretty solid, I can't say there is anything major you are missing except for Chandra, Torch of Defiance. She is just a generally strong walker that fits well with your strategy. With dredge on the rise maybe another Anger of the Gods in the sideboard or more graveyard hate in general like Surgical Extraction is necessary?
1 week ago
It isn't typically very slow and even when it is, Simian Spirit Guide is in there to speed things up.
Typical line of play is turn 1 suspend Greater Gargadon or play a fetch land and crack it on your opponents end step. On your next turn this lets you play two borderposts which then sets you up for a turn 3 where you put them to zero lands, zero creatures and possibly very few cards in hand.
After that, which is happening turn 3 typically, you just play a game winning card like Nahiri, the Harbinger, Metalwork Colossus or Chandra, Torch of Defiance. If you don't have a threat you play a way to speed up finding one like Supreme Will or Monastery Siege while also hoping to Restore Balance them to keep them from doing anything.
Overall, when the deck does what it wants to do, it can be very powerful and surprisingly fast.
1 week ago
Do not worry about not turning Keranos, God of Storms. That actually makes him vulnerable to Path to Exile or Condemn if he's attacking. Don't get me wrong, if you can cool, but don't make it a point. I'd actually say one Keranos, God of Storms, one Chandra, Torch of Defiance, and one Ral, Izzet Viceroy as the actual win conditions. Every other card is a way to stall the game or protect them. You could also look into Jaya Ballard so that if you play against someone else that is able to stall the game (most likely another control player) you could try to hit Jaya Ballard's ultimate to win the game through, essentially, flashing back burn spells. Wandering Fumarole could be another potential win condition. Blood Moon turns it off unfortunately, but an option nonetheless.
Against decks that are aggressive, they just tend to be the bane of control decks because they are too quick and get underneath the control decks before they can stabilize. I'd actually say that, instead of creatures, your sideboard should be more tuned to the meta. Creatures is a cool thing, but is cute. Spellskite is good because it can be used to protect your planeswalkers from targeted removal. Other than that, I'd say to take out the Electrostatic Fields and Phyrexian Metamorph (why is it in there?) to put in more universal cards to fight against other decks. I'd also switch out the Unsubstantiates for something more universal like more Echoing Truths or Repeal. If you do decide to go this kind of control route, Leyline of Sanctity is going to cause you problems, so you'll want to ensure that you can bounce it then counter it.
1 week ago
Brawrx18, hiya! Thanks. It I really enjoy updating the deck when I can. It's a tough call, but if I had to switch out a card to play Leyline of Punishment, it would have to be a 4 drop card or greater. My call would be to swap out the planeswalker card Chandra, Torch of Defiance, because she's not necessarily a win-con on her own. I have noticed a lot more life gain decks, so I thought a lot about the same thing.
1 week ago
I really like the idea of Ral, Izzet Viceroy as well, and he's been hanging out in my maybeboard for a while because I couldn't shake the feeling that it would work well. Initially I was put off of playing it by having a ton of people telling me an 18 land deck can't support a 5 drop. They said the same thing about Crackling Drake as well. I think a really important detail is that all of my control is at 2 CMC (outside of Blood Moon), and since it is a quasi-control deck and does a good job of stalling, casting a 4 or 5 drop on curve isn't important. Even at 18 lands I frequently have games where I get 10 or more of them out by the end of the game.
I think something like Ral, Izzet Viceroy as a one-of is definitely castable most games, whereas a Cryptic Command hasn't worked because it's a CMC constraint tied to a heavy manatype constraint as well. I've been able to cast a Keranos, God of Storms regularly enough that I think just swapping that out for Ral would be a better finisher.
Thank you for the insight into Search for Azcanta Flip, that definitely helps explain why some people can run so few but still feel it merits the include. I was definitely trying to flip it as fast as possible, when in reality I would have probably gotten more benefit out of almost never flipping it (when I ran one).
I think between Chandra, Torch of Defiance and Ral, Ral offers better abilities that the deck is lacking in, and the slightly high starting loyalty means he doesn't get cheesed away as easily. I think he ties in much better with Mission Briefing and Crackling Drake.
I'm going to playtest with him in the Vendilion Clique MB spot, as I've been wanting to get Clique into the SB instead, but I couldn't justify losing a threat to do so.
1 week ago
I like the idea of this deck. I wanted to give some input based on the update you posted. I think another win condition for you to consider is the new Ral, Izzet Viceroy. His ultimate is absolutely game ending, however is 5 CMC might be just out of reach with only 18 lands in the deck. He's powerful in his own right and something I think you should consider.
As for the Search for Azcanta Flip comment, people swear by it because they are probably playing a more controlling shell than you are. Those are the types of decks that benefit more from the library manipulation. You mentioned that it is too slow. I assume that means you are trying to automatically flip it as fast as possible. If you think about never flipping it, it is constant library manipulation that allows you to dump unwanted or unnecessary cards to try and get to the ones you want faster. Most of the decks I've played against don't flip it until they draw a second one.
You mentioned adding a Chandra, Torch of Defiance. I also agree that would be beneficial. She's just so powerful that she gets out of hand quickly. Potentially adding her and Ral, Izzet Viceroy would be a decent way of finishing the game.
2 weeks ago
If you would like to do more budget options, I think the full four Tireless Tracker and Lightning Bolt should be in over Risk Factor. They cost the same, and tracker provides more CA and a more reliable clock. I would also run an Abrupt Decay over the Trophies for cost consideration. In their place, you could do things like Molten Rain and Damping Sphere in the SB because lets be honest, Trophy is good, but it isn't $20 good when it is a decay about 90% of the time.
I also dislike the Lilianas. You cant realistically have your stuff die to get a discard effect. I would honestly run Terminate (1-2 copies) and a Chandra, Torch of Defiance or Tasigur, the Golden Fang in her place.
2 weeks ago
Token generators for protection from attacks:Talrand, Sky Summoner and Docent of Perfection Flip i would say are must haves, Metallurgic Summonings, Goblinslide, Young Pyromancer,Murmuring Mystic, Dragonmaster Outcast,are also good token makers.
Mana ramping for casting more: Seething Song, Mana Geyser, Brass's Bounty i think are must haves since they're all sorcery/instant so they can be effected by your commander to cast for less. Chandra, Torch of Defiance is a another good planeswalker to get mana and now you can have both planeswalkers out with the updated rules from August. You should add Vivid Creek to go with your vivid crag.
Other cards to lower casting costs: Primal Amulet Flip is a must since it lowers cost of ins/sorc and then it transforms when you want to get a land that can copy a spell. Arcane Melee, Seal of the Guildpact, Ruby Medallion,Sapphire Medallion,Jace's Sanctum are also nice.
Cards that damage opponents: Electrostatic Field and Sphinx-Bone Wand i think are must haves since they deal damage for every inst/sorc casted. Banefire, Devil's Play are great since they have the (x) in the cmc which is great for mizzix since it counts towards what you want (x) to be and you can always get an extra counter for mizzex.
Merchant Scroll is a decent tutor
Great staples: Charmbreaker Devils is a must have for the returning of inst/sorc alone. Crackling Drake can get huge power. Hypersonic Dragon casting sorcery at instant speed is great. Structural Collapse destroy a land and deal damage, and if copy it, who wouldn't want that, besides your enemies of coarse.
Wincons: Reiterate + Turnabout and Grand Architect + Pili-Pala are infinite mana combos, add Past in Flames or any damage cards with (x) in it and its deadly. Enter the Infinite is nice to get your combo's. Harness by Force is great to steal your opponents creatures then attack them with it, it also gets affected by mizzix so if you have enough counters itll cost 2 red mana and 1red mana for each extra creature.
Hope these suggestions help.