Chandra, Torch of Defiance

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Chandra, Torch of Defiance

Legendary 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 .

-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 any target (creature, player, planeswalker or battle).

zapyourtumor on Strong guys in Jund

1 month ago

I'd run more removal and cut some of the mid creature threats like Rakdos Roustabout. PRimeval Titan is a good card but not super good in this deck, if you're on a budget I think there are better options for the same price point. Stuff like Chandra, Torch of Defiance, Bloodbraid Elf.

25 lands is a bit heavy, esp since you have mana dorks, 23 seems like a good number to me.

I'd also cut Gaea's Blessing and Manamorphose, they don't really fit the deck.

Definitely go up to 4 bolts, maybe run some Inquisition of Kozilek, 1-2 Angrath's Rampage (better than sheoldred's edict for RB decks since you can kill one rings, and its cheaper too), 1-2 Molten Collapse, 0-1 Maelstrom Pulse etc.

wallisface on Chandra - Burn

3 months ago

This looks very close to modern burn.

My only concern is how you ever expect to cast Chandra, Torch of Defiance. Burn decks want the game to be ending on turn 4 (they’re in trouble if the game goes any longer), and Chandra doesn’t make a great finisher even if cast on that turn.

But, added to this, with only 18 lands you’re unlikely to have the mana to cast her until turn 6-7 - which is too late regardless of how aggressive your deck is.

Rhadamanthus on Fumiko the Lowblood

1 year ago

I feel like getting things rolling before too many turns pass is still the weak point. More ramp and/or early game plays would probably help. In terms of budget, I’m not looking to spend a whole lot on making more changes. The high-dollar cards that happen to be in here are mostly just luck from the things I’ve been able to collect while playing for almost 30 years.

Right now the draw is limited to the “impulse draw” effects like Outpost Siege, Chandra, Torch of Defiance, Oracle's Vault and Experimental Frenzy. I agree a wheel or two in here would help. I know I have a couple Wheel of Fortune in a casual goblin deck that doesn’t get much play. For some reason I thought it was banned in Commander. Do you think Elkin Bottle is any good or is it too clunky?

I agree with your suggestions for Mind Stone and Ancient Tomb. I’ll dig around and see if I already have any extras. I think a Fire Diamond might be good as well.

I think I’ll keep Experimental Frenzy. It’s great as a mid to late game Future Sight when I start running out of things to do.

Profet93 on Kurkesh Land Destruction Ramp

1 year ago

Killer_Manfred +1

Given over 1/3rd of your deck are artifacts, have you considered adding in a cost reducer such as Cloud Key/Semblance Anvil/Ugin Ineffable? Also, Sensei's Divining Top seems like it can be put to work. It's normal utility is great, adding your commander for continuous draw seems even better. Moreover, combining Cost Reducer + Top + Mystic Forge = Draw your entire deck. Each card is useful on it's own and you only would need 2 cuts.

One potential cut is Mazemind Tome as it's similar to top and not that great for draw. Phyrexian Processor is another to consider given it's all eggs in a basket kind of thing. You pay a large amount of life and 4-8 mana to make 1 - 2 big creatures without trample or abilities. I don't see how that furthers your game plan. Planar Portal feels unnecessary given you already run planar bridge. Is there a specific non-permanent card you want tutored to your hand rather than brought on the field?

Another card to highly consider consider is Rings of Brighthearth. Rings + Basalt + 2 mana = Infinite mana. Add Top = Infinite draw. Not to mention that rings itself is highly synergistic, allows you additional commander redundancy should he be unavailable (you know, after people target you for destroying their lands). Rings + Everflowing Chalice (4 counters) + Voltaic Key = Infinite mana. There are plenty of more combos with rings that should not be overlooked as well.

A Deflecting Swat could come in handy. Redirect targeted removal, draw, extra turns and more! Chandra, Torch of Defiance is versatile utility - Draw, ramp, removal and potential wincon! It's a great Turn 3 play. Jeska's Will is powerful, even more so here where their lack of lands = high # of cards in hand. And lastly, Skullclamp is great for draw with nice myr synergy.

Should you need more cuts if the recommendations interest you, I can provide them. Let me know what you think of each suggestions, looking forward to your response.

Icbrgr on Igne Natura Renovatur Integra: The Inferno of Pan

1 year ago

I get that 4 drops seems scary/odd in Mono-Red... but because of your current land count this can very easily become a "Skred-Red" decklist (won a GP a few years back)... consider Mind Stone and you can have a Turn 3 Koth of the Hammer/Chandra, Torch of Defiance very easily and at its worst it draws/digs deeper in your deck for more burn spells... also Pyrite Spellbomb is great for creatures with protection from red or just burn or more draw... and Blood Moon can just become free wins for you.

9-lives on Igne Natura Renovatur Integra: The Inferno of Pan

1 year ago

Icbrgr I happen to own Chandra, Fire Artisan, and she's alright. I wouldn't use the cards Koth of the Hammer or Chandra, Torch of Defiance simply because they are 4-drops. That would help in the long term game tremendously, but not necessarily any fast games. I could have nearly 4 burn cards on the 4th turn if I go first, which would be far better than running one of those cards. And, I could run snow mountains, but for only Scrying Sheets or Skred? If I could find better burn cards with snow than the ones I'm running, I would certainly switch. Although, the mana ramp is nice.

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