Maybeboard


"...sit back and watch it burn..."

THE CONCEPT

This deck was initially conceived as a Chandra Nalaar Tribal EDH deck with almost all the flavor cards available just to be in theme (since She's my favorite planeswalker). It was really fun and packed quite a punch for a casual deck but also was punished A LOT by other casual strategies so I decided to go beyond that and try out the superfriends idea adding more planeswalkers other than Chandra herself. Over the years more red walkers and Chandra cards got printed so it was possible to tune this up. (I've been working on this idea for a few years now haha)

THE BUILD

Since I am still in mono-red to keep some of the original flavor and theme I looked at all the red planeswalkers available AND PLAYABLE. Obviously Chandra and most of her copies would be part of this but if I was going all out into the superfriends theme...I needed to grow them in number.

While the number of red walkers is limited I added the colorless walkers so that they can help our build to deal with things that we usually can't interact with (enchantments...)

PLANESWALKERS

Having PWs in number means they have to support each other when possible and also protect themselves from threats ahead. While we are running board wipe spells we don't have many creatures to protect them so we need our superfriends to help each other in this manner controlling the board and threatening opposing PWs.

1.Chandra, Torch of Defiance

This one is a no brainer because is the best Chandra ever printed. Giving us card advantage, mana acceleration to cast more spells with her +1 and dealing 4 damage to a creature with her -3 so yeah...MVP.

2.Chandra, Acolyte of Flame

This M20 gem helps supports all of our red walkers with her only relevant 0 ability helping them reach that ultimate faster which can turn tables and define the game for us. It also gives us the chance to flashback key instants or sorceries with CMC 3 or below with her -2 YES!

3.Chandra, Flamecaller

An oldie but a goodie. This one has a board wipe built in with her -X, wheeling capabilities to find utility spells with her 0 and also can attack with 3/1 hasty elementals with her +1. All 3 are relevant.

4.Chandra, Awakened Inferno

The best contender for the throne of best Chandra ever printed rivalring Chandra ToD. Starting at 6, her +2 puts an emblem on EACH opponent dealing them 1 damage on their upkeep. Stacking this emblem is thing of beauty. Also has a small board wipe built in for non-elemental creatures with her -3 and can target something bigger (creature or PW) with her -X. NEED TO SAY MORE???

5.Chandra, Flame's Catalyst

Normally the walkers of the PW Deck collection are not strong enough to make the cut BUT this is an exception. +1 Bolts every opponent and that's sweet. Her -2 gives flashback without restrictions to our instants and sorceries and...her ultimate is just the cherry on top...if we manage to -8 her we wheel our hand to a fresh seven and basically get Omniscience for the rest of the turn!! YES PLEASE!

6.Sarkhan the Masterless

The core of the deck is PLANESWALKERS and this guy's +1 can turn them into flying 4/4 dragons! Also can help our defense with his -3 creating a 4/4 flying dragon. WHAT DO YOU KNOW ABOUT DRAGONS??!

7.Jaya Ballard

Chandra's mentor, the original Planeswalker concept now as a formal one. She cares all about instants and sorceries and has two +1 adding and filtering our hand with the other. Her -8 is basically a Past in Flames emblem. NICE.

8.Koth of the Hammer

Not enough mana acceleration? -3 Koth's got you covered.

Need more BURN? -5 Koth has it.

ANYTHING ELSE?

9.Karn Liberated

A BOMB in every way and is here to help us to deal with pesky threats that can be out of reach with it's -3. Grows really fast in loyalty with it's +4 attracting all the attention from other potential walkers on our side of the field. GOLIATH ONLINE.

10.Ugin, the Spirit Dragon

The biggest and most powerful walker of our build. Starts at 7, It can wipe EVERYTHING COLORED on the field with -X and start bolting anything with it's +2. Also if we reach that -10 our chances of losing are almost 0 with that much board advantage. HAIL UGIN.

1.Ugin, the Ineffable

Baby Ugin is also amazing giving us blockers that turn into card draw with +1 and destroying any colored permanent with it's -3. The passive ability helps us develop our artifact plan faster too.

2.Rowan Kenrith

This red walker can be a bit tricky to ultimate but her -8 gives us a copy of ANY activated abilities...say PWs, enchantments, lands and/or creatures. OH BOY...

3.Chandra, Heart of Fire

A new addition from M21. With two +1 giving us Act on Impulse and Shock in a PW. Her -9 can be relevant in some matches and can "tutor" instants and sorceries to be used that same turn. GOOD ADDITION.

4.Chandra Ablaze

Another Chandra and this one is enraged. ENOUGH SAID.

ARTIFACTS

Our artifact plan is to get mana fast to cast our walkers. In addition we have support for them copying their abilities or activating them more than once in our turn.

1.Sol Ring: No words needed.

2.Arcane Signet: CMC rock that adds on the spot.

3.Mind Stone: Late in the game can give us a card.

4.Everflowing Chalice: With proliferation in mind this can grow exponentially.

5.Mox Amber: We have tons of legendaries to trigger this.

6.Extraplanar Lens: Best accelerator card in the deck

7.Caged Sun: Similar to Extraplanar Lens but higher CMC.

8.Ruby Medallion: Amazingly good giving us the boost for heavier red spells.

1.The Chain Veil: What's better than triggering PWs?? Doing it twice!!

2.Chandra's Regulator: So many Chandra cards so it's a must have. Also filters our hand.

3.Rings of Brighthearth: Copy PWs abilities? Double land fetch? Double damage activation? YESSS!

4.Ensnaring Bridge: Insurance policy to keep our PWs alive against an army of creatures.

5.Elixir of Immortality: Once we run out of answers we shuffle to get everything back to the deck.

6.Pyromancer's Gauntlet: Every damage matters. And it's flavorful.

ENCHANTMENTS

1.Fiery Emancipation: This M20 beauty is the Burn player's DREAM. TRIPLE damage YOUR sources!! Bolt you for 9 anyone?

2.Furnace of Rath: This one's a classic and also feeds devotion which is also great.

3.Repercussion: Alright...this one is my favorite. We don't run many creatures so our board wipes can shine without much loss so how about a 2 for 1? We deal with the board while hurting our opponents in the process. PRICELESS (but also pricey...)

4.Sunbird's Invocation: This is HUGE card advantage for us. Imagine casting a CMC PW and chaining another one. SWEET RIGHT?

5.Underworld Breach: So we run out of answers, our PWs killed...what do we do? Let's recast most of our cards!! This card does LOADS of work in late game. HOW COME IS SO CHEAP??

6.Pyrohemia: Classic red enchantment to deal with the board symmetrically.

CREATURES

1.Torbran, Thane of Red Fell: Good Torby is not the commander for flavor reasons that's all.

2.Hazoret the Fervent: It's a God. It's Indestructible. Can help manage Ensnaring Bridge. Can hit each opponent. It's HazoRED.

3.Neheb, the Eternal: 4/6 body, adds mana based on total damage. I'M IN!

4.Runaway Steam-Kin: STILL IN TESTING. Helps to accelerate mana.

5.Solemn Simulacrum: Ramps and gives a card when killed. Good enough.

6.Chandra's Incinerator: Big threat that can control the board all by itself just by damaging opponents.

7.Dockside Extortionist: Treasures for days maybe? STILL IN TESTING

8.Kazuul, Tyrant of the Cliffs: Sort of a red Propaganda creating ogres to defend our board.

INSTANTS & SORCERIES

1.Rite of Flame: One mana to get 2. Doesn't sound like not much but trust me...it adds to the equation.

2.Pyretic Ritual: Trusty 2 mana accelerator adding 3. Every acceleration MATTERS.

3.Desperate Ritual: Pyretic Ritual #2. Can't be spliced into arcane but works nevertheless.

4.Seething Song: 3 CMC add 5 mana. Now we are talking acceleration!

5.Mana Geyser: An all-star in multiplayer format. Suddenly could add TONS of red mana to cast so much things!

1.Earthquake: Classic red board wipe. Hurts symmetrically player and all non-flying creatures. NICE

2.Rolling Earthquake: With the 2XM reprint this card is a MUST as a board wipe. Finally fliers get to taste the fire.

3.Blasphemous Act: 13 damage. Against aggro players it costs just 1 MANA. One of the best board wipes in red.

4.Starstorm: An instant board wipe is always good. Sometimes they don't see it comming.

1.Faithless Looting: Sometimes we just need to filter our hand from heavy spells and this one hits the spot.

2.Cathartic Reunion: In testing drawing 3 instead of 2 can give us the right advantage. Also is flavorful!

3.Thrill of Possibility: Drawing at instant speed in red for us is a big deal since we are not in blue.

4.Light Up the Stage: This card is a red staple so it needs no explanation.

5.Reforge the Soul: Wheeling to a fresh seven is always a good thing. The drawback of giving our opponents also a fresh seven is an important downside but still makes the cut.

6.Ignite the Future: A big Light Up the Stage but comes with an AMAZING flashback option. For me is a good inclusion.

1.Pyroblast: Counters in red for me are a MUST. Even if we don't end up needing them.

2.Red Elemental Blast: Another copy of a counter in red.

3.Chaos Warp: Maybe one of the few answers in RED to any threat.

4.Vandalblast: Artifact removal always important.

5.Shattering Spree: Easy to cast and copy. ENOUGH SAID.

6.Past in Flames: Giving our stuff flashback can get us out of some tight situation.

LANDS

1.Valakut, the Molten Pinnacle: It's a mono-red build. Extra damage is always appreciated.

2.Nykthos, Shrine to Nyx: So many symbols we better put them to good use!

3.Karn's Bastion: PROLIFERATE. ENOUGH SAID.

1.Prismatic Vista: Just a fetchland.

2.Fabled Passage: Just another fetchland.

3Myriad Landscape: More fetching.

RUNNERS-UP

After giving various of these a try I ended up cutting them of the final build. It doesn't mean that they can't be added later.

1.Chandra, Fire Artisan: The War of the Spark Chandra. Good passive and her+1 gives us card advantage but looks like a one-trick pony to me.

2.Chandra, Pyrogenius: Shocking opponents with her+2 is cute and gets her fast to ultimate but even then I didn't find her good enough for a 6 CMC PW.

3.Chandra, Bold Pyromancer: This one is from the PW Deck Collection back in Dominaria. Although her +1 hits a player and adds mana I didn't find her enough to fit. Yet is included in the maybeboard.

4.Jaya, Venerated Firemage: With an Embermaw Hellion like static this one seems good but only can tick down and costs 5. It could make it to the maybeboard.

5.Chandra, Flame's Fury: The M19 PW Deck Chandra. Starts with low loyalty for a 6 CMC walker and her abilities are not very good.

6.Chandra Nalaar: The original Chandra. For flavor purposes she was in but nothing else. High loyalty but mediocre abilities. You can do better Chandra.

7.Chandra, Pyromaster: This one is a very decent 4 CMC Chandra but compared to the others is not enough, it could be the 15th PW though.

8.Chandra, the Firebrand: Starts with low loyalty her most relevant ability is 0 so it's an easy to deal with her.

9.Chandra, Novice Pyromancer: The only uncommon Chandra. It shocks, boosts elementals and even adds mana. Tried her out but didn't perform as expected.

10.Chandra's Phoenix: Cool art. Synergizes well with most Chandra cards but a 2/2 for 3 CMC is not strong enough.

11.Smoke: many of the cuts make this deck look like a prison deck. This one is a good card but late in game is not worthy.

12.Thran Dynamo: Good mana rock although a bit high in CMC to add just colorless mana.

13.Stranglehold: I bought this one because it excited me to neutralize library search and possible extra turns but in the end we can't do everything right?

14.Interplanar Beacon: Lifegain matters little here and doesn't help with walkers that have in their CMC.

1.Chandra, Bold Pyromancer: From the PW Deck Collection. Her +1 hits a player and adds mana, that sounds good. Also her ultimate is just a couple points away.

2.Planar Bridge: This card is a HOUSE. I had it in main but ended up cutting it to try other cheaper cards. I have to say that bringing ANY PERMANENT to the field at instant speed feels amazing.

3.Meekstone: Adding to the prison style cards. Lovely against big creatures but also can prevent our few creatures to untap.

4.Dictate of the Twin Gods: This could be added as a third damage duplication card but I'm still thinking about it. The flash is really tempting.

5.Magmaquake: A really good card at instant speed, but dealing damage also to planeswalkers hits us a lot. Still a good option.

6.Volcanic Offering: Good removal and good for politics or to make opponents fight each other.

7.Blood Moon: Can delay our opponents build plan a LOT. Still trying to find a place for it.

8.War's Toll: A sweet alternative to make our opponents tap out so that we can play our spells freely.

9.Nevinyrral's Disk: Initially this was the only massive board wipe in the deck (before Ugin) and could also deal with enchantments. Still a good card and a possible addition.

10.Ruination: Being monocolored this card can send our opponents back to stone age if they are heavy o non-basic lands. We do have 1 Panic Button Card in the deck so maybe more than 1 is overkill.

11.Jaya's Immolating Inferno: We lack spot removal so hitting 3 targets with the same amount of damage can help.

THE PANIC BUTTON

While we can't cover all edges with a monocolored themed deck we do have a PANIC button in case things get out of hand or we want to end it all with our planeswalkers...

IN CASE OF EMERGENCY CAST THIS Show


So this brings our journey to an end. Thank you for reading and as this is an ever growing list ALL SUGGESTIONS are more than welcome.

"Of course you should fight fire with fire. You should fight EVERYTHING with fire."

Jaya Ballard

Suggestions

Updates Add

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Casual

98% Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

20 - 0 Mythic Rares

30 - 0 Rares

12 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 3.58
Tokens Dragon 4/4 R, Elemental 1/1 R, Elemental 3/1 R, Emblem Chandra, Awakened Inferno, Emblem Chandra, Fire of Kaladesh, Emblem Chandra, Torch of Defiance, Emblem Jaya Ballard, Emblem Rowan Kenrith, Ogre 3/3 R, Spirit 2/2 C, Treasure
Votes
Ignored suggestions
Shared with
Views