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Cha, Cha, Cha, Chandra & Spells

Standard* Competitive Mono-Red Superfriends

foxboy1000


Sideboard

Instant (3)

Planeswalker (1)

Sorcery (2)


Foreword

I wanted to build a deck that would be playable after the looming rotation that's going into effect later this year. As soon as I started building, I decided I might as well incorporate the newly spoiled Chandra's. Hence we have a Mono-Red, Chandra-Tribal, Post-Rotation, Standard deck. This deck has no special win condition, no semi-complicated set up, it just chugs along as efficiently as it can until it's able to win. It use's an array of removal, draw, and utility spells to keep ahead of your opponent, all the while using Runaway Steam-Kin as an engine of sorts.

Thought Process and Purpose

1.Chandra's Triumph is an efficient removal spell, that can take out most planeswalkers and creatures for only .

Without a Chandra on the battlefield, this spell can still hit Deputy of Detention, Burning Prophet, Legion Warboss, Tajic, Legion's Edge, Thief of Sanity, Wee Dragonauts, Domri, Anarch of Bolas, and Smelt-Ward Minotaur.

However with a Chandra on the battlefield, this spell hits much higher. It can take out most every planeswalker in the format and hits important creatures like Aurelia, Exemplar of Justice, Feather, the Redeemed, Niv-Mizzet, Parun, and Teysa Karlov.

2.Lava Coil while not as effective as a Chandra fueled Chandra's Triumph, Lava Coil is still an efficient removal spell for . Sorcery speed, and creatures only, is the compromise for higher damage on a consistent basis.

3.Electrodominance is a bit of a unique spell, as it can do quite a bit in this deck. It acts as removal if needed. It lets you cast an extra spell putting two +1/+1 counters on Runaway Steam-Kin. But most importantly it lets you do some damage to your opponents face with an upside.

4.Shock helps to get rid of your opponents annoying creatures, while fueling your Steam-kin for . Can eliminate Tenth District Legionnaire, Tithe Taker, Priest of Forgotten Gods, and Llanowar Elves.

Against other competitive decks, these four removal spells are key to keeping your opponent in check.

1.Risk Factor helps either lower your opponents life total, or draw cards. In most early game interactions it serves to deal 4 damage, and buff Runaway Steam-Kin. Then later on your Stream-Kin can be cashed out to Jump Start Risk Factor and draw three.

2.Honor the God-Pharaoh requires you discard a card, but allows a blocker to be created and two cards to be drawn. Overall a good value, made better when Risk Factor is the card that gets discarded.

Your ability to keep playing cards is crucial in this deck, so these cards are vital in keeping up with other competitive decks.

1.Tibalt, Rakish Instigator's static ability shuts down the standard version of soul sisters.

His -2 allows him to generate a Footlight Fiend, a rather useful creature for blocking. This ability can also be reused with Chandra, Acolyte of Flame on the battlefield.

2.Saheeli, Sublime Artificer's static ability creates a servo upon casting ~87% of the deck. Providing you with the efficient protection, much like Runaway Steam-Kin, just for playing the game.

Unfortunately her -2 doesn't serve a purpose in this deck.

3.Sarkhan the Masterless's static ability works together with his -3 to damage any creatures your opponents attack you with.

Sarkhan's +1 turns all of your planeswalkers into 4/4 flying dragons, that can still use their abilities. A useful move when going for the kill.

Using Sarkhan's -3 you can make a 4/4 flying dragon for blocking or attacking. However in most cases this makes a better blocker, to combat flyers and prevent lethal damage.

4.Chandra, Acolyte of Flame's 0 allows Chandra, Fire Artisan to use her -7 two turns quicker.

Her other 0 makes 1/1 elementals that can be buffed by Chandra, Novice Pyromancer or just used to get in some quick damage.

Lastly her -2 allows you to recast all instants and sorceries in the deck. This is her most useful ability and being able to use it right away makes Chandra, Acolyte of Flame a must have in the deck.

5.Chandra, Fire Artisan's static ability makes targeting her a tough choice for your opponents, it also makes her ultimate ability that much more worth working for.

You can +1 Fire Artisan to exile the top card of your library, and play it this turn, this allows you to get missed land drops, as well as cast another card for Runaway Steam-Kin

Chandra, Fire Artisan's -7 ability allows you to do the same as her +1 however it exiles the top seven cards of your library instead. With a Runaway Steam-Kin on the field this should almost always be victory.

6.Chandra, Novice Pyromancer's +1 temporarily buffs Runaway Steam-Kin.

Her -1 allows you to cast Chandra's Triumph, Lava Coil, and both of your creatures.

Perhaps her most niche ability, her -2 allows for 2 damage to be dealt to any target. This ability may not be her best, but it serves as emergency removal.

7.Chandra, Awakened Inferno can be cast as early as turn 4 using Runaway Steam-Kin. Her being un-counterable, means you get at least one use of her abilities.

Her +2 allows you to give your opponent an emblem that deals one damage to them on their upkeep, putting them on a clock for the rest of the game. This ability is the reason she is in the deck.

Chandra's -3 acts as a board sweep for any non elementals. It kills ~70% of creatures in standard.

Lastly her -X works as targeted removal against both creatures and planeswalkers.

All of these cards serve to bolster the deck in their own unique ways, keeping the deck running at its maximum potential.

1.Runaway Steam-Kin is the star of the deck, allowing for massive payoff just from playing the game. Using it's ability allows you to cast ~85% of the spells in the deck. The benefit of having two of these on the field at the same time is almost always enough to overwhelm your opponent.

2.Goblin Banneret serves as your turn one play, and has the ability to put +1/+1 counters on Runaway Steam-Kin.

These little guys pull their weight and then some, and together they set quite a nice tempo.

Credit

This will be a list of anyone who has helped me to improve the deck, their help is very much appreciated.

Eledain, helped me to change from 4xInfuriate's and 3xAct of Treason's to 3xSaheeli, Sublime Artificer's, 2xTibalt, Rakish Instigator's, and 2xSarkhan the Masterless's. This change was very useful and significantly improved the deck, thank you.

Afterword

Thank you so much for taking the time to read my description. If you like the deck I would really appreciate you leaving an upvote, it helps me get a better judge of what the community thinks of my deck.

I'd love help building a sideboard, so if that's something you are interested in, please leave a comment below. If you have any suggestions for the deck I'd love to hear them, but I typically only listen to suggestions that provide reasoning, and what card they wish to cut.

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Revision 9 See all

(1 year ago)

Top Ranked
  • Achieved #20 position overall 4 years ago
  • Achieved #1 position in Standard 4 years ago
Date added 4 years
Last updated 1 year
Exclude colors WUBG
Legality

This deck is not Standard legal.

Rarity (main - side)

1 - 0 Mythic Rares

15 - 10 Rares

17 - 3 Uncommons

6 - 2 Commons

Cards 60
Avg. CMC 2.51
Tokens Devil 1/1 R, Dragon 4/4 R, Elemental 1/1 R, Emblem Chandra, Awakened Inferno, Goblin 1/1 R, Servo 1/1 C, Zombie Army 0/0 B
Folders Standard, Not my decks, Tournament
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