Arena Standard - Chandra's Elementals (Budget)

12 35 14
20 9 7 24
TCGPlayer $204.42
Cardmarket €174.36

This is a budget deck, based on cards I own rather than optimal picks. Areas this deck can be improved upon will be noted below.


The Chandras

{{Chandra, Awakened Inferno}} {{Chandra, Novice Pyromancer}} {{Chandra, Acolyte of Flame}} {{Chandra, Fire Artisan}}

The three Chandra cards in this set have remarkably different applications, making their siding in and out rather common. [[Chandra, Acolyte of Flame]] pressures control decks and generates some slight card advantage with her -2 ability. [[Chandra, Novice Pyromancer]] synergizes with the creature beatdown strategy and provides a bit of ramp (especially from 4 mana to 6 for casting...). [[Chandra, Awakened Inferno]] can put control opponents on a clock with her +2, clean the board of tokens with her -3, or remove a large creature with her -X. This gives a surprising amount of utility against various decks in the current meta.

This deck is largely based around getting the +2 ability of [[Chandra, Awakened Inferno]] to go off, but is not all-in on this strategy. For that, one might want to run more [[Chandra, Novice Pyromancer]] in order to ramp into Awakened Inferno more reliably, and maybe one or two more [[Chandra's Regulator]] to get more value out of it. Aside from that, it might focus more on burn. The downside of such a strategy is reliability as we need recurrent threats. Yet shoehorning Chandra into a UR Izzet decks, or mono-red [[Jaya Ballard]] burn deck doesn't seem like it'd improve said decks. Instead, we capitolize on the pushed synergies between Chandra and elementals.


The "Pets"

{{Risen Reef}} {{Omnath, Locus of the Roil}}

Many elementals tribal decks (CGB's, for example) rely heavily on these two cards to generate card advantage and board pressence. This helps protect our planeswalkers as well as threatens our opponent's life so [[Chandra, Awakened Inforno]]'s +2 doesn't have to do all the work. They also work very well with [[Chandra, Acolyte of Flame]]'s ability to create two 1/1 elemental tokens. This deck goes deeper into elementals tribal.

{{Chandra's Embercat}} {{Lightning Stormkin}} {{Healer of the Glade}}

[[Scorch Spittter]] used to be in here instead of [[Healer of the Glade]], but I added Healer as a consession to mono red. [[Lightning Stormkin]] used to be [[Runaway Steam-kin]], but since we always want to play [[Risen Reef]] on three, Steam-kin was awkward and often didn't get many counters. Stormkin has the advantage of being more aggressive against control and always being at least a 2/2.


  • Esper/Dimir Control: I generally assume esper or dimir decks run planeswalkers, even if I don't see them game one, so [[Shock]]s come out (unless I see [[Hero of Precinct One]]) and [[Lightning Strike]]s. [[Chandra, Fire Artisan]] comes in. [[Skizzik]] can pressure a bit so it can come in, some matches.
  • Bolas: [[Lava Coil]] is in the sideboard almost specifically for Bolas decks. Otherwise the sideboard plan is similar when not identical to Esper/Dimir.
  • [[Command the Dreadhorde]]: The other reason to run [[Lava Coil]]. This is a tough matchup because they run plenty removal ([[Domri's Ambush]] is no good) and are more than willing to trade off their own creatures. Take out [[Healer of the Glade]] for sure as we want to us [[Chandra, Awakened Inferno]]'s +2 as early as possible so when they [[Command the Dreadhorde]], they're on a tighter clock and can't heal by bringing back [[Healer of the Glade]]. [[Skizzik]] and [[Chandra, Fire Artisan]] seem to work well, though.
  • RG Midrange: Some recent RG midrange decks don't run two-toughness or less creatures so cut [[Shock]], up [[Domri's Ambush]], and add either [[Chandra's Triumph]] or [[Lava Coil]]. Triumph is better against a Domri planeswalker and Coil against [[Gruul Spellbreaker]].
  • Nexus: We actually already have a great answer to [[Nexus of Fate]] in [[Chandra, Awakened Inferno]] and that's basically what this matchup seems to boil down to. Get [[Risen Reef]] on board, play cheap elementals, and ramp/draw into [[Chandra, Fire Artisan]]. For every extra turn they take, they will still take damage from her +2. [[Skizzik]] can replace [[Chandra's Regulator]] as the enchantment is too slow. [[Chandra's Triumph]] may also be necessary if they play [[Nissa, Who Shakes the World]]

The Maybeboard

{{Chandra's Spitfire}}

It's a good combo with [[Scorch Spitter]] and a more burn-heavy itteration of this deck would probably like this. At least in this version, it didn't seem good enough unless I had [[Scorch Spitter]] on the board.

{{Scampering Scorcher}}

This offers three triggers of [[Risen Reef]] off one card. Unfortunately, it's not clear that it does much for this deck, otherwise.

{{Leafkin Druid}}

This deck does often feel like it wants more ramp. I hesitate to add [[Leafkin Druid]], however, because it produces green and not red, and it cannot pressure the opponent's life total.


Login to comment


Last Updated: 06 Jul 2019
Created: 03 Jul 2019
4556 268 0

Mainboard - 60 cards (21 distinct)

Creature (20)
Instant, Sorcery, Enchantment, Artifact (9)
Land (24)
Planeswalker (7)

Sideboard - 15 cards (5 distinct)


Maybeboard - 3 cards (3 distinct)


Add deck to your favorites

Please log in to be able to store your favorite decks for easy access under My Decks in the main menu.

Main/Sideboard Rarity Count
12 15 16 8 0
0 11 4 0 0