You know who likes “more powerful individual spells”? Chandra, the Firebrand.
Chandra’s M13 reprinting was met with approximately no reaction, apart from my pre-Ravnica excitement. Chandra doesn’t want for good abilities—the plus ability is repeatable damage, and the ultimate locks up the game while working equally well in duels and multiplayer—but at her printing, there were few spells worth copying with her middle ability. We were leaving a block heavy on permanents (artifacts) and entering a block with flashback, which emphasizes double value out of a medium spell rather than the maximization one giant spell. Return to Ravnica ought to be different by its nature, and it’s the type of thing that justifies the favorite writer’s device of a top ten list, so there’s that.
A couple things to keep in mind when building with Chandra:
- She needs some creature support – Chandra can protect herself with the plus ability, but only if she was about to be attacked by an X/1. A few defensive creatures wouldn’t hurt.
- She only copies things you can cast past a main phase on your turn – There are plenty of instants worth casting on your turn, but it is a restriction. Parallectric Feedback would be an amazing spell to copy in multiplayer, but Chandra’s unlikely to help you. Miracles don’t have the best synergy either.
- She’s best at copying things around her converted mana cost – Cheap spells are usually too minor to copy, while Cruel Ultimatum–level spells aren’t printed often (though I highly recommend copying Cruel Ultimatum). Much of the time, expensive spells are like Planar Cleansing, where you get no value out of a copy. Spells that cost 4 to 5 mana are in the sweet spot for copiability, not only for their abilities, but for their being on-curve the turn after Chandra, when you’re most likely to get off a copy.
- She’s splashable – Chandra’s fine sticking to red, but is easy for any deck to obtain, especially with Return to Ravnica’s mana support.
Now it’s time for the list of what spells work best with Chandra since her initial printing. This list is irrespective of format; some of them are much more likely to occur in big, casual games, and some of them might be more useful in casual, but nothing confines them.
Chandra knows what’s hot this autumn: she is. In a moment, you’ll know, too. Listward ho!
10 – Talrand's Invocation
Two 2/2 flyers for 4 mana doesn’t break a game in half, but it’s always good value. Four 2/2 flyers, on the other hand? It isn’t Entreat the Angels, but with Chandra, you can have four Drakes two full turns before you can have four Angels (since the miracle at 4 needs you to have 6 mana before your land drop). Besides, Chandra and Talrand's Invocation don’t need each other out to be good plays; you can build the deck with synergies around each of them and be fine. Also, you can purchase three Chandras for less than one Entreat the Angels. That’s kinda important.9 – Dreadbore
I find it hard to gauge spot removal’s utility in multiplayer. Like with counterspells, I am afraid and use them early. As a planeswalker killer, Dreadbore reminds you it’s premium removal to save for something tasty. (Yes, an on-card strategy reminder sounds inane, but in a complicated board state, it’s nice to receive hints from your cards.) By the time Dreadbore has the widest range of targets, it’s also about the time I should use spot removal—instead of the time I actually use spot removal.
There were already ways to copy planeswalker removal—Saltblast representin’—but Dreadbore’s combination of targets makes it great for copying, especially in the late game. In most situations, I’d use double Dreadbore against the best creature and planeswalker, but there will be decks and situations when two planeswalkers are synergizing perniciously, and the option to take them both out is valuable. Dreadbore’s already great removal, but it’s particularly great for copying.
8 – Skull Rend
This one’s clearly meant for multiplayer; the effect just costs too much for most duel-oriented decks to want it as their 5-drops. And while I wouldn’t want to deal with being ganged up on as you make all your opponents discard at random, copying Skull Rend to make them discard four cards at random is likely to leave opponents unable to avenge themselves. Granted, they might come at you in the next game to compensate. But if you’re the type who’s into multiplayer griefer spells, this is one worth copying. Random discard has been printed rarely enough in the last decade that most players are inexperienced with and overly afraid of it. Take advantage.7 – Epic Experiment
Epic Experiment reads like Genesis Wave. Epic Experiment is not Genesis Wave, and synergy with Chandra shows why. With Genesis Wave, it isn’t just about bringing X high enough to find your best permanents; it’s about bringing X high enough to dig through a meaningful chunk of your library.
Most Genesis Wave decks are looking for majorly expensive permanents. Epic Experiment's threshold of utility can hit a lower mana cost, depending on what you include. That rewards copying over pumping mana. Rather than finding more mana for a higher X, you could just copy Epic Experiment. And the best part is that Epic Experiment and Chandra both want a high concentration of instants and sorceries. I don’t know what to fill the rest of the deck with, but the two cards want to work together. Some of you need to go make this deck. Here’s my version:
"Izzet Chandra?"
- Creatures (15)
- 4 Frostburn Weird
- 4 Goblin Electromancer
- 4 Hover Barrier
- 3 Krenko, Mob Boss
- Planeswalkers (4)
- 4 Chandra, the Firebrand
- Spells (18)
- 3 Thoughtflare
- 4 Izzet Charm
- 3 Burn at the Stake
- 4 Epic Experiment
- 4 Krenko's Command
- Lands (23)
- 11 Mountain
- 8 Island
- 4 Izzet Guildgate
6 – Thoughtflare
Thoughtflare wouldn’t be a bad addition to an Epic Experiment deck. 5 mana seems high for my preferences—if I’m taking advantage of the draw and the discard, I prefer Drastic Revelation—but being instant speed and requiring only two colors gives it some utility. Copying Thoughtflare with Chandra should be enough card advantage to win most games; the number of drawn cards compensates for using a two-card combo—going down a card, in a sense—to go up cards. Even though you have to discard, it’s a slight balance for drawing eight cards and keeping six. You can copy Reforge the Soul to dig through fourteen cards if that’s your only goal, but if you want to keep good cards, Chandra into Thoughtflare’s what you want.5 – Brimstone Volley
This is a personal favorite and the only one on this list I’ve personally copied with Chandra. At the top of the year, my Standard deck was Wolf Run with Daybreak Ranger, Thrun, the Last Troll, and Chandra. Why Chandra? Because I was copying Green Sun's Zenith. Playing turn-one Birds of Paradise, turn-three Chandra, turn-four copying Green Sun's Zenith with X equal to 4 for Thrun, the Last Troll and Huntmaster of the Fells is living the midrange dream.
Brimstone Volley was the only other spell at that time that seemed to be worth copying. I could enable morbid with a transformed Daybreak Ranger or an opponent’s chump-block, after which I would copy Brimstone Volley for 10 facial damage. Eight months on, that still sounds delicious, and Volley’s strong enough in its weaker states that it works for several deck types. It’s just not hard to get to morbid, and turning 3 damage into 5 works better when you turn that 5 into 10.
4 – Increasing Savagery
Speaking of extra damage . . . flashback on the spell and hexproofiness on the creatures have mitigated the Savagery’s all-in nature to the point that it’s seen reasonable play. Copying Increasing Savagery lets you mix and match two targets, but what brings this all the way to number four is the flashback. While the other scenarios in this article are plausible, they do require playing Chandra and then the spell or holding the spell while waiting for Chandra. Flashback eliminates that strategic decision, letting a top-decked Chandra turn any creature lethal. “Copy a flashed back Increasing Savagery, putting 15 counters on Stonebrow, Krosan Hero,” sounds like loads of fun for at least one person.3 – Mutilate
I like Mutilate. I like it a lot. But the creatures have improved over the years, and Return to Ravnica has given green a load of creatures Mutilate can’t overpower. A turn-four Mutilate doesn’t do what it used to.
Turn-five copied Mutilate goes from killing a few things to killing everything. It’s slower, yes, but it at least does its intended job. Copying in red also lets you play a couple colors but keep most of Mutilate’s power, especially if your red is coming off a Blood Crypt. Chandra’s splashability makes her a good team player (yeah, that sounds strange), and Mutilate’s a good example of when that’s useful.
2 – Boundless Realms
This one’s simple. Copying Boundless Realms lets you quadruple your basic land count for 7 mana. No combos with a gazillion iterations; no corner cases that require a bunch of cards; Chandra plus Boundless Realms nabs virtually all your basic lands. In Standard, this probably can’t do much pre-Gruul (Worldspine Wurm?), but this is the most streamlined way to make all of the mana. In Commander, this becomes silly, and I wouldn’t mind jamming the combo into my Radha deck with all basic lands. Who needs Abundance when you know it’s a nonland on top?1 – Burn at the Stake
Ah, here we go. Why is this number one? Because this is possible:- Turn one: Mountain, Rakdos Cackler (opponent at 20)
- Turn two: Mountain, Krenko's Command, swing with Cackler (opponent at 18)
- Turn three: Mountain, do whatever
- Turn four: Mountain, Chandra, do whatever
- Turn five: Mountain, Chandra copies Burn at the Stake (opponent at 0)
Like the Overrun it’s compared to, Burn at the Stake is only a finisher when you’ve dealt enough damage with other stuff. If your plan is to copy it, however, it takes only three creatures and 2 random damage to finish someone off. These days, a shock land might lower the opponent to 18 naturally, at which point your three creatures for Burn at the Stake might as well be Walls—not to mention that Chandra is quite capable of burning the face. Grab three random creatures, Chandra, and Burn at the Stake, and you win. Krenko's Command is perfect for the deck, as Chandra can copy it first to make all the necessary creatures plus a blocker.
That’s just in Standard. Red’s not the greatest at making tokens, but Goblins are ideal for a casual deck with this combo. From Dragon Fodder to Siege-Gang Commander, it’s easy to assemble Goblin armies. Even better, Skirk Prospector lets you invoke the rule about paying costs in any order, as you could pay for Burn at the Stake with just five Goblins by tapping the creatures and then sacrificing them for R. If you run into a game with those Goblins, Chandra, Burn at the Stake, and no lands, you can still deal 30 damage. There’s something amusing in that, but also something massively powerful, and Chandra upgrades the combo from the frustrating mostly-lethal to thoroughly-lethal.
Conclusion
Reprints aren’t just about format legality; they’re a reminder that a new set might give new life to an old card. Chandra, the Firebrand feels like the gap between old and new potential is huge. Don’t let her price fool you; there are loads of varied, awesome plays to run with her. I’ve only covered the last year. What can you come up with?