Chandra, Torch of Defiance is Ridiculous
The Oathbreaker: https://scryfall.com/card/kld/110/chandra-torch-of-defiance
Decklist: https://www.mtggoldfish.com/deck/2296203#paper
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Chandra is OP.
Now just hear me out. It’s specifically [[Chandra, Torch of Defiance]] that is OP, and that’s mostly due to how much support Chandras got recently, and partially due to how much instant mana red has access to.
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Overview of Torch of Defiance (ToD):
Chandra, Torch of Defiance {2}{R}{R}
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 {R}{R}.
−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.”
Loyalty: 4
First, her mana cost at 4 makes her easier to cast than her less-wieldy 6-mana versions. It’s because of her relatively lower cost that it’s easier to abuse Ritual effects to put her and any other permanents out T1.
Her first ability is either card advantage or even damage to each opponent. (NOTICE: Because the ability specifically mentions “cast”, you can’t play lands off of it. Those you’ll have to naturally draw.) Doing a total of 6 damage as a +1 is pretty good ability.
Her second ability seems to just add mana, but being able to follow up her cast by ticking her up and casting some protection or support for her means everything. It’s also integral to getting her emblem T2 using Acolyte of Flame.
Her third ability will end up being the one least used, but 4 damage to any creature will deal with dorks and other meager threats when you don’t have any blockers of your own. -3 for 4 damage may seem rough, but it’s good to have in an emergency.
Finally, her ultimate for -7, giving you an absolutely amazing emblem. A Lightning Bolt is suddenly dealing 8 damage. A Vexing Devil does 5 and you get a 4/3, or 9 if they don’t let it past. Not to mention the possibility of getting this early on in the game means you’re essentially going to win.
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Overview of select cards:
[[Soul-Scar Mage]]
A one-mana 1/2 with Prowess, Soul-Scar also gives noncombat damage from a source you control wither, making all that damage a little more permanent. While this may seem silly and a “win-more” sort of card, it’s also important to ensure that your opponent sitting over there making 5/5s is only getting 2/2s and 1/1s.
Chandra's Embercat
The Embercat costs 2 mana for a 2/2 mana dork that only makes mana for Chandras or Elementals. But it’s just another way of getting your Oathbreaker out early, and having several other Elementals already in the deck isn’t a bad thing either.
[[Young Pyromancer]]
Burn tends to run a bunch of Instants and Sorcery. Young Pyromancer spits out 1/1 chump blockers in a deck that is otherwise a little low on the creature-side.
[[Runaway Steam-Kin]]
Many have cursed the Steam-Kin in standard, and many will curse him in Oathbreaker as well. Turns out a 1/1 that can become a 4/4 isn’t all that bad, and turning that extra size back into mana isn’t bad either.
Chandra’s Spitfire
This dumb flying 1/3 gets ridiculously big in burn, and with ToD out and using her first ability, it will regularly be swinging as a 10/3 or bigger.
Chandra, Acolyte of Flame
A three-mana planeswalker that comes in with 4 Loyalty. Her first ability proliferates for all red planeswalkers (in this case herself and ToD), her second ability makes attackers (1/1s with haste, though unfortunately they leave at end of turn), and her -2 will let you flashback an instant or sorcery with CMC 3 or less (of which there are plenty in the deck).
[[Chandra's Triumph]]
People tend to build their decks around Lightning Bolts. What they don’t build theirs around is 5 damage to a creature or planeswalker. This spell will absolutely kill something of value.
[[Risk Factor]] / [[Browbeat]]
Red's draw isn’t the strongest, but giving your opponent an option to either lose a chunk of life or let you draw three can turn the tables when they’re already at 10 or so life from your burn.
[[Bag of Holding]]
The bag is great, it’s decent card advantage for decks that don’t often get draws. With this and Faithless Looting, Cathartic Reunion, and Magmatic Insight, you can easily tuck a bunch of stuff in your magic bag to whip out for 4 mana late-game.
Chandra's Regulator
Chandra's Regulator is like a slightly worse Chain Veil for a Chandra. While it doesn’t affect ALL Chandras and doesn’t add Loyalty, it does allow you to duplicate the effects of your loyalty abilities for a meager {1}. It also has even more looting in it, trading Mountains and Red cards for something potentially better.
[[Sulfuric Vortex]]
Life gain is the crux to burn, but preventing it and adding more damage can speed up the clock. Keep in mind, though: Vortex damages you as well.
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The Perfect Play
Opening hand:
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Mountain / [[Simian Spirit Guide]] / [[Lotus Petal]]
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Simian Spirit Guide / Lotus Petal
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[[Desperate Ritual]] / [[Pyretic Ritual]]
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[[Seething Song]]
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Chandra, Acolyte of Flame
T1 Chandra:
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Mountain
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SSG or Petal to add R
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Tap for R, play Ritual to add RRR
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Play Seething Song to add RRRRR
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Chandra, tick up 1 to 5 to add RR, RRR in pool
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Play Baby Chandra, 0 her to 5 (Chandra goes up to 6)
T2 Emblem (after T1 play)
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Mountain
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Baby Chandra, 0 her to 6 (Chandra goes to 7)
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Ult Chandra.
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Use your spare two mana however you please.
Note: Next turn (T3), you could recast Chandra. Play another Mountain, cast your other Ritual (triggering your emblem), use Baby Chandra’s -2 to flashback a Seething Song (triggering your emblem), then sink 6 into Chandra, Torch of Defiance again (triggering your emblem and even tick her up to add more mana, to cast more spells to trigger your emblem a fourth time that turn).
Posted Sep 27, 2019, 5:31 PM UTC · edited
Now this is a deck tech people. Well done u/killthepyro