Chandra, Torch of Defiance

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Mythic Rare
SDCC Promo 2017 (S17) None
Promo Set (000) Mythic Rare

Combos Browse all

Tokens

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."

Set Price Alerts

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Latest as Commander

Chandra, Torch of Defiance Discussion

multimedia on Teferi Price

1 day ago

Hey, if you play Commander than trade Teferi for Rings in a heartbeat because Rings is a staple competitive card in Commander. Rings is only going to go up since it has never been reprinted and Wizards new strategy for reprints doesn't look good for cards like Rings. Teferi is only expensive price because it's the best Walker in Standard. Once it rotates from Standard it's price will plummet.

I think you are correct that Teferi may be reprinted in one of the Challenger decks because the last ones that were made, one had Chandra, Torch of Defiance in them. At that time Chandra was the best Walker in Standard and $40. This mimics what's happening with Teferi currently in Standard. Chandra is now only a $12 card.

Having a mythic rare Walker in a $30 supplemental product was new at that time and a crazy good selling point for these Challenger decks. My guess/hope is Wizards will again take advantage of this with Teferi and/or Vivien.

BenniPe on ETB Dragons

2 weeks ago

Thanks for the suggstions Spairut . Hornet Nest and Frontier Siege are no options for me as they are green and no dragons. The only reason I included some Forest in my Manabase is Cindervines , which is currently my only idea to handle opponents enchantments. Surely not my definite solution.. I donĀ“t need forests for the Dragon Broodmother as there are 6 lands who can produce any kind of mana for dragon spells and 4x Dragon's Hoard .

I know there are a few nice green dragon related cards, but there are more downsides than upsides in switching from a basically red manabase to R/G, when focusing on the ETB effects. In contrast, I thought about switching a bit more to B/R and replace Draconic Roar with Thoughtseize ... For ramp I tried Dragonspeaker Shaman , Dragonlord's Servant or the universal Urza's Incubator . But in the end I replaced them one after another with Dragon's Hoard , as it is a manaramp for all kinds of spells, and an additional card draw for every dragon entering the battlefield. Dragon Egg is just much more effective in this deck then Hornet Nest , as it allows to trigger etb effects two times.

My current Idea is to replace one Nicol Bolas, the Ravager  Flip main and one Chandra, Torch of Defiance main with Metallic Mimic each. This is because I often find myself in situations were I would rather draw a dragon than a Planeswalker, and Nicol Bolas, the Ravager  Flip was often underwhelming. Metallic Mimic would be a great 2 drop dragon with benefits for all other creatures in the deck, as there are no non-dragons.

Murphy77 on Goblin Anarchy

2 weeks ago

If I were to build a Goblin EDH deck, my starting point would be Zada, Hedron Grinder (as commander) and a range of attack boosters like Sure Strike . As I see things, you really need a lot of card-draw to make this type of deck work. A few artifacts that you can tap for added card-draw could be rather useful. The effects of cards like Harsh Mentor and Zo-Zu the Punisher would add an extra dimension to your deck ( Chandra, Torch of Defiance might fit in here). Then there are cards that are standard in any Goblin deck ( Goblin Piledriver and Goblin Dark-Dwellers etc.) and cards that are fairly standard in any mono-red deck ( Blood Moon , Mob Rule , Beacon of Destruction ?, Soul-Scar Mage etc.).

There are a few cards in your build that seem to stand out as cards that add very little to the deck ( Splinter Twin , Lightning Crafter , Goblin Welder , Thornbite Staff and Goblin Bombardment seem to stand out the most).

I am sure that I am missing a few cards that could be game-changers. I don't play EDH very often, but I find it useful to haul out your EDH deck every few weeks, add in cards that might work in the deck, then think carefully about what you can do without.

Ehsteve on Lord Windgrace Sits Behind A Chasm

1 month ago

More thoughts:

Bedevil has been tested and I think it is a good replacement for Putrefy , or potentially working in tandem.

While on paper Deserted Temple seemed like a good addition for mana fixing, the only real synergy it has in the deck is untapping a Cabal Coffers with Urborg, Tomb of Yawgmoth . Deserted Temple generally works a lot better when paired alongside lands like City of Traitors or Scorched Ruins but since this deck doesn't play either of those options it is a prime candidate for cutting. The most likely replacement is another basic Forest . Vesuva covers the same angle, but with far more flexibility.

Worm Harvest is another candidate for replacement. In a grand total of one game I have cast this spell, and the advantage is that it can be reused from the graveyard but unfortunately it is slow strategy (even for this deck) and is an inefficient way of getting land into the graveyard even if that becomes the main reason for using it in the first place.

More and more I find myself falling out of love with Wayward Swordtooth . Early game it provides some slight ramp, but ultimately a 5/5 that doesn't block effectively for Lord Windgrace until we get city's blessing is underwhelming. Especially in that critical 3-drop where we would otherwise want to cast an Azusa, Lost but Seeking for even more land drop potential (especially with Crucible of Worlds ) or Harrow for mana fixing.

I've also had a change of heart of Journey to Eternity  Flip. This has mainly become tech against sacrifice-based strategies such as Sheoldred, the Whispering One or any deck playing Grave Pact / Dictate of Erebos .

Another few additions to the maybe-board that I've seen played across a few other Lord Windgrace decks are:

The primary issue with Chandra, Torch of Defiance is that her uptick for quasi-card advantage can exile an essential land with no chance to bring it back, but she does represent another win condition with her ultimate (even if it is slow). If you are only using Chandra for her mana uptick, I think that it's a waste as a 4-mana ramp spell. Whereas Nissa, Vastwood Seer  Flip provices something the deck really likes doing: ramping or drawing cards. The downside of this Nissa is that her downtick is not fantastic, but I guess it provides a blocker to help protect her or Lord Windgrace . Further her ultimate (turning 6 lands into 6/6s) leaves lands vulnerable, but also represents a potential game-winning swing *(note that this does not give the lands haste so this has absolutely no synergy with anything that brings land back from the graveyard to the battlefield or making extra land drops as they would be subject to summoning sickness and would not even be able to tap for mana if you were planning of using it for Exsanguinate or Torment of Hailfire ).

DespairFaction on Tajic, slayer of control Deck

1 month 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!

greyninja on Favorite Voltron Commander and why?

1 month ago

I have two pseudo-voltron builds. They both run other game changing creatures (in case my commander is Counterspell 'd or Nevermore 'd too many times) but mostly plan on using the general as the wincon

Omnath, Locus of Mana is hilariously fun. If you can turn one mana dork, turn two Omnath, you can swing for 5 turn three, another 10 turn four, then gg turn five. Not many voltron decks can close out games that fast.

I use cards like Rogue's Passage and Bellowing Tanglewurm to push damage through, then cards like Hunter's Insight , Rishkar's Expertise , Soul's Majesty , Regal Force , etc can help carry you into a longer game

Aurelia, the Warleader is one of my wife's decks. Once she hits the board, shit is going down. Wrecking Ogre targeting her is a insta kill, Grafted Exoskeleton as well. Helm of the Host with her or Godo, Bandit Warlord goes infinite

I use cards like Sword of Fire and Ice , Mask of Memory , Chandra, Torch of Defiance and various tutors so gain some card advantage

Voltron can be tough if they have answers to your threats, but that's also part of the challenge and part of the fun!

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Chandra, Torch of Defiance occurrence in decks from the last year

Modern:

All decks: 0.15%

Red: 2.82%

Commander / EDH:

All decks: 0.03%

Red: 0.33%

Rakdos: 0.16%