Chandra's Ignition

Chandra's Ignition

Sorcery

Target creature you control deals damage equal to its power to each other creature and each opponent.

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Set Rarity
Magic Origins (ORI) Rare

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Legality

Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
1v1 Commander Legal
Penny Dreadful Legal
Frontier Legal
Pioneer Legal
Leviathan Legal
Casual Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Chandra's Ignition occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.22%

Rakdos: 0.21%

Chandra's Ignition Discussion

DadHumanPraetor on Lathliss, Queen of Dragons

9 hours ago

I came here to snipe dragons lol. But since I stopped by I may as well impose my own thoughts lol. Endless Atlas and Mask of Memory and Stolen Strategy are among the first cards I slot in big red decks. Thrill of Possibility is trading 2 cards for 2 cards (the spell itself amd the additional discard) and it is not castable if you are Hellbent, maybe find a spell that offers real, unconditional card advantage? Reforge the Soul and Magus of the Wheel are pretty good options in red. Those X spells like Magmaquake Earthquake are rather mana intensive, you could cut them for Nevinyrral's Disk and All Is Dust or just skip wrath altogether and slot Sarkhan's Unsealing and Chandra's Ignition instead since theyre almost wrath, but theyre nore reliable to actually clear the board, and they are not dead draws, they are still playable even when you have a solid board state you want to keep. My meta is removal heavy so I run Darksteel Plate in addition to the boots and greaves for added Lathliss protection. Nice brew!

Azeworai on Radha, The Lands Matter To Me!

1 week ago

Alright. Into phase two of a lands deck! So, the very best thing you can do is abuse Glacial Chasm. Use land tutors to find defensive lands, such as Maze of Ith or Strip Mine for the sake of dissuading attacks.

Furthermore, the glory of a land-based strategy is that your battlefield always remains untouched. Wraths never do, or typically don't, tarnish your board-state.

In short, I'd recommend perhaps 2-4 wraths and a Glacial Chasm package. Drownyard Temple goes well with it. Effects such as Crucible of Worlds and Ramunap Excavator are imperative for replaying the Chasm from the bin, thusly negating the sacrifice cost. With extra-land effects it can be very potent. Life from the Loam is also strong, granting another form of card advantage with cycling lands.

These crucible-type strategies also grant another line of attack with Strip Mine. I sometimes randomly "win games" turn three by just an Azusa, Strip Mine, and Excavator.

There is a time in the game when you do not need more mana, so saccing some of it to Dust Bowl or the sort takes away from others' resources whilst you hide behind Glacial Chasm.

For wraths, Blasphemous Act is always strong, Molten Disaster's split second is great (combos with Glacial Chasm), and Chain Reaction is just good.

If you need to live more, just more interaction is great. I only run a few in my lands build, but it's a matter of taste. Beast Within is never lacking.

With great wraths comes great planeswalkers. You need some more value engines and constant draw! I don't care what people say, they're still fine in commander. Especially in lands decks, for a multitude of wraths keeps the table away:

  1. Wrenn and Six is just lovely with a cycling land.

  2. Vital Force ultimates quickly and draws much.

  3. Best Nissa  Flip is ALWAYS strong, for she finds a land early and draws cards late.

  4. Vivien Reid draws and murders. She's great but slow.

  5. Chandra, Torch of Defiance may not say "land" but draws, ramps, kills, and kills some more.

For non-planeswalker card draw, Harmonize is solid, Outpost Siege is always fine, Mirri's Guile and Sylvan Library are great if within budget, and Once Upon a Time goes within all green decks I own.

For what I would cut:

Chandra's Ignition is cute but an eleven-mana kill.

Boundless Realms just ramps you more at seven mana.

I'd remove one of either Mage Slayer or Power Matrix. The deck should probably be a little less punchy and opt more for a long game.

The rest of what you remove comes down to repeated gameplay. The standard I hold my decks to is having ramp and draw fully assembled by the end of turn-four if uninterupted, if you need a reference.

So, more lines of attack outside of combat, disruption, and defensive options.

Good luck! It all comes down to choice.

hejtmane on Longest Turns?

1 week ago

I think I had a 3 minute turn in my feather redeem decked. I had unlimited hand size and I had heroic creature on the board a fist full of spells, a ton of mana from treasures and some other triggers so i targeted my heroic creature exiled the spell spent mana, got +1/+1 counter triggers and a few other triggers and then when all said in done my Chandra's Ignition was at 48 damage.

Now the dumbest one I pulled off is some played mana flare and I was playing Elsha which I had a ton of copy spells so before my upkeep i played nexus of fate and got two copies so i basically took 4 turns in a row. Yes i won the game

MTGBurgeoning on Gruul Stompy Featuring Xenagos, God of Revels

2 weeks ago

Some changes that are on the horizon:

Change #1

Atarka, World Render is going to replace Rampaging Brontodon.

Change #2, #3 & #4

Chord of Calling, Mana Geyser and Vivien's Arkbow are on their way out. I've discussed Chord of Calling and Mana Geyser already. I sense Vivien's Arkbow can be replaced with a more impactful card, as the resources needed to use Vivien's Arkbow is high and the return is not always justified or realized. For these three cards, I think the following additions are fine replacements:

Questing Beast, Savage Ventmaw, Heroic Intervention, Deflecting Swat

I like all of these potential additions, but only have space for three of them currently. Availability, play-testing and game-play will eventually tell the story. Initially, this is how I rank these four cards:

1) Questing Beast 2) Heroic Intervention 3) Deflecting Swat 4) Savage Ventmaw

Change #5

Fiery Emancipation is going to replace Gratuitous Violence. For an extra we triple damage from any source as opposed to just doubling creature damage. This is a definite upgrade, even if we only have a few sources of non-combat damage (Chandra's Ignition, Drakuseth, Maw of Flames, and to a lesser extent Blasphemous Act and Star of Extinction). Imagine Fiery Emancipation and Chandra's Ignition!?!

Change #6

I am wary about adding lands that destroy lands. My concern is the response of the meta-game, and how much over-correction through escalation this may procure. I'm not a fan of land destruction and would not want the inclusion of multiple lands that can destroy lands to be met with mass land destruction or the targeted removal of mana-bases. I prefer to add more protection, such as Heroic Intervention and Deflecting Swat. These spells will dance around Maze of Ith and allow us to push for lethal. I do believe that I can find a place for Field of Ruin. At least the land is replaced and removes one threat. I think swapping in Field of Ruin for Inkmoth Nexus is reasonable.

This will be the next series of changes. More information to come through play-testing and game-play.

Thanks again for your evaluation!

RobsJourney on Uril Gonna Get Ya

2 weeks ago

Hey bud, suggestions for some changes:

Lands (I cut the two basic fetch lands, you will be running nice green ramp so won't need em, prob just slow you down otherwise)

Others

multimedia on Kalamax Storm

3 weeks ago

Hey, nice budget version of Kalamax.

If you want to win with burn then I suggest Chandra's Ignition or the less expensive price Gravitic Punch. Either one of these cards can combo with Kalamax + a Fork to infinite burn all your opponents. Muddle the Mixture is a helpful budget card because can transmute for a 2 CMC Fork or it can be a pseudo Negate. Ignition or Punch could replace Genesis Ultimatum since there's many more nonpermanent cards here than permanents. Muddle could replace Ionize.

Narset's Reversal is excellent with Kalamax since you can use the copy that Kalamax makes of Reversal to target and bounce original Reversal back to your hand. This makes Reversal with Kalamax repeatable two mana to copy any instant or sorcery that's cast. Reversal could replace Fury Storm. Insidious Will is another budget Fork that can also be a counterspell or a Swat. Will could replace Sleight of Hand.

Kessig Wolf Run and Crop Rotation to tutor for it is a repeatable way to give Kalamax trample making him much more of a threat to do Commander damage. Run could replace x1 Mountain and Crop could replace Gut Shot. Shivan Reef is budget land to consider adding replacing 1x Mountain.

Good luck with your deck.

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