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: Gain .
-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."
|Have (3)||Candyman949 , Thunderbeard , gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
Chandra, Torch of Defiance occurrence in decks from the last year
Latest Decks as Commander
Chandra, Torch of Defiance Discussion
1 day ago
I believe the deck played Chandra, Torch of Defiance in standard? Am I remembering that correctly?
1 week ago
I'm not sure of previous versions of this deck, but I have some cards I think you should add, plus some cards I think you should either just consider replacing or simply just take out. We'll start with the ADD list.
Earthquake and/or Rolling Earthquake (You already have an effect like this in Subterranean Tremors , but this also hits players, so you'll deal EXTRA damage on top of the extra damage from the commander.)
Starstorm (An effect like many others, but this one has cycling.)
Fire Servant (It's not the cheapest creature, but it has an ability that you might want more of. You can always use more damage doubling.)
Mana Geyser (Look, it's just a good card to get a lot of mana quickly. Not super necessary, but it's fast mana in R)
Heartless Hidetsugu (I'm just suggesting this one because cutting your opponents down to 20 is great and makes killing them easier.)
Seething Song (Fast Mana good.)
Seize the Spoils (I noticed a lack of card draw, and this is a pretty neat mono-red card draw spell.)
Endless Atlas (Again, card draw, and it's cheap and consistent.)
Genesis Chamber (Yeah, it requires your opponents to be playing creatures a bit, but it makes it just that much easier to kill them. Plus the Myr generated are all 1/1s, so they will easily let excess damage through from the rest of the deck.)
Sanctuary Blade (A little expensive on the equip side, but this is another consitent way to give your commander pro-red.)
Chandra, Awakened Inferno (Her + kills your opponents faster, her - does what you commander wants, her -X is neat. I think she's all around a great inclusion.)
Chandra, Torch of Defiance (Okay, so now is where I admit that you only had 1 planeswalker and I talk about how much I like Planeswalker cards. I think they're cool and fun. This specific one is great beacause she either gives you mana or draws you a card, essentially. Her two differ +1's are really the only reason, but her ult is something your opponents wont want to have go off, either.)
Caged Sun (More Mana in mono-red.)
Pyroblast (Unless this is for a VERY SPECIFIC meta where you are going against mean U decks, this will be more frustrating in hand than useful, I think. Plus, color-specific hate like this just feels out of place in this format, unless, of course, your meta is particularly skewed a certain way.)
Red Elemental Blast (See Above.)
Tibalt's Trickery (Yeah, cool counterspell, but I think the deck should focus more on itself, personally.)
Wheel of Fate (There are better, and faster, ways to draw cards. I like the idea of this card, but in having played it over and over again, either it never actually resolves -like the game ends- or it just feels like a relative waste because people can see it coming and plan ahead.)
Lavabrink Floodgates (To be fair, I've never played with this card, but OH BOY does it seem bad. If you're not proliferating the counters, then this will NEVER go off if your opponents don't want it to, and they would never want it to with this deck, unless a board-wipe JUST happened and there are not creatures. So then it's just a 4-drop mana rock producing 2, and you can just replace it with something better like Caged Sun that will help you Earthquake for a win faster.
Arch of Orazca (I noticed in your mana base that you have 13 lands that tap for colorless. That seems like too many for me - it's almost the same number of Snow-Covered Mountain s you have. So I am recommending removing some. I get why this one is here, for the card draw, but this is SO EXPENSIVE. I don't even run it in my colorless Emrakul deck.)
Great Furnace (I like this card, I really do. I LOVE artifacts. But without any artifact synergies, this is more likely do get Shatter ed or Vandalblast ed than actually help you, and that'll feel bad. Just replace it with a Snow-Covered Mountain .)
Leyline of Punishment (I get that this is here to make it harder for your opponents to survive or heal up, but honestly, just play Heartless Hidetsugu or something else to keep life totals low. This one is often going to feel more like a do-nothing enchantment unless your meta is HEAVY life-gain.)
Treasonous Ogre (Fast mana, sure, but it seemed overall pretty meh to me in this deck. It's better at killing you than it is at providing mana in this specific deck, I think.)
Varchild, Betrayer of Kjeldor (The effect is important for making sure you opponents have creatures, but getting her to hit you opponents before they have blockers is going to be a challenge, and if you draw her late-game, then she's just a 3/3 blocker.)
Bonfire of the Damned (The miracle cost is cool, but most of the time I think you'd rather something like Earthquake that will most likely hit almost all of their creatures AND more than 1 opponent/opponent's board. Plus, if this isn't Miracle'd, then this is pretty trash in your hand.)
I'm sure I said add more cards than take out, and I know I said take out a couple lands, but not really add any, but I hope this is helpful.
1 week ago
Neheb, the Eternal for Demanding Dragon . Just a better card. Strong ramp on a body that almost always does damage. Also Fork in this deck does the same thing as Reverberate . Also Increasing Vengeance is about the same thing but can be cast again from graveyard. Chandra, Torch of Defiance is a far stronger planeswalker than Jaya at a cheaper cost. Chaos Warp is good general purpose spot removal. Firebrand Archer is a weaker guttersnipe, but those effects stack up fast. Thermo-Alchemist is a constantly recurring pinger when using a lot of burn. Walking Ballista because yes, it's a living fireball, what more needs said? Rogue's Passage to help creatures get through. Aetherflux Reservoir think of it as a burn battery, the more burn you fling, the more life you gain. can keep you alive longer, but if your life gets high enough it can win a game. Ruination because you mostly play mountains, and your opponents don't. Devil's Play is a recast able Fireball and also, Fireball , it's a red deck, it has a lot of burn, it's a must recommend.
2 weeks ago
Some cards you probably want but just haven't encountered:
Mutavault to help against edicts and give you an extra attacker. Lots of other cards do this but not as efficiently
Break Through the Line double duty
Shadowspear helps you beat other aggro decks and occasionally saves your ass with the activated ability
3 weeks ago
Sick deck, any deck with Chandra, Torch of Defiance is a winner in my book.
1 month ago
I activate Chandra, Torch of Defiance's first ability. No one responds to it, so it resolves: I exile a card from the top of my library. I want to cast it, but in order to pay its mana cost, I need to fetch one of my fetchlands. Can I do it? Or because Chandra's ability is already resolving, it cannot be interrupted?
2 months ago
Hey, good start, but without an infinite combo you should forget about trying to get to power level 8 because 8+ level decks win with infinite combos. Without an infinite combo then power level 6-7 is the highest level you should go for. Not having black's powerful tutors or Fetch lands are other reasons the power level isn't higher. With DFC you only count the front side of the card in the decklist, the backside is not added. For example Shatterskull Smashing Flip goes in the decklist, but Shatterskull, the Hammer Pass doesn't.
My advice is if you want to make a good Rakdos Toggo deck than build around Rocks. Take more advantage of Rocks to get more value out of them. Cranial Plating fueled by Rocks combos with Chandra's Ignition and Fling effects to kill your opponents with burn. Inspiring Statuary and Rocks can make a lot of ramp for Comet Storm or Exsanguinate.
- Reckless Fireweaver
- Ghirapur AEther Grid
- Quicksmith Genius
- Valduk, Keeper of the Flame
- Hammer of Nazahn
- Fabled Passage
- Jund Panorama
- Grixis Panorama
- Guildless Commons
- Great Furnace
- Vault of Whispers
Some other cards to consider adding:
- Red Elemental Blast
- Chandra, Torch of Defiance
- Valakut Exploration
- Heartless Hidetsugu
- Torbran, Thane of Red Fell
- Price of Progress
Good luck with you deck.
2 months ago
I love jund, and this deck is no exception, though there are a couple things that I think could be improved on:
In the 4-drop slot, I have found that many jund decks tend to run Kalitas, Traitor of Ghet, and many others run no 4-drops at all.
Have fun junding them out