Planeswalker (19) | |||
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$0.50€0.180.02 | |||
$0.26€0.100.03 | |||
$0.50€0.240.02 | |||
$14.25€9.091.17 | |||
$0.78€0.510.02 | |||
Creature (2) | |||
$0.492.25 | |||
Instant, Sorcery, Enchantment, Artifact (14) | |||
4
Abrade
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$0.20€0.100.03 | |||
$0.35€0.180.02 | |||
Land (25) | |||
$0.49€0.360.10 | |||
21
Mountain
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$0.150.03 | ||
$0.49€0.290.03 |
$2.55€0.980.02 | |||
$0.25€0.180.03 | |||
$0.30€0.120.02 | |||
$2.80€1.970.20 | |||
$0.25€0.160.03 |
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Learn more Download For WindowsBig red control, yepp thats right red can do control too. How? Just jam all of the Chandras and run the board while shooting your opponent in their smug teferi avatar thats how.
Lets start with Chandra's Regulator as its a key piece of the deck hence its a 4 of. (dont worry about drawing extras of this legendary artifact, with one on the board they basically cycle.) in terms of what it does for us well doubling chandra activations in a deck with 16 chandras seems okay..... it also lets us cycle dead cards or lands to go digging for whatever we need.
So we essentially have 2 types of planeswalkers here, win cons and card advantage.
For win cons we have Chandra, Awakened Inferno and our honorary chandra Sarkhan the Masterless. Awakened inferno emblems can close out games surprisingly fast, especially when you consider the amount of incidental damage we can deal. she sweeps problematic boards (its worth noting that Nissa, Who Shakes the World makes elementals....) and she is a planeswalker assassin with her minus x (for bonus points remember you can double x with the regulators.)
Sarkhan is our other main wincon, depending on how many other walkers you have he can come down and win on the spot by swinging all of your walkers in the air. Failing that the dragon token can hold back any number of x/1's and as the game progresses the onslaught of flying 4/4's tends to get there.
Moving onto card advantage we have Chandra, Acolyte of Flame her 0 to add loyalty can be huge on the right board, the critters she makes arent the biggest but they are undeniably effective. (Especially when combined with Chandra, Novice Pyromancer) and the psudo flashback on her minus can come in clutch in a variety of situations.
Speaking of Chandra, Novice Pyromancer she is better than she gets credit for i feel, atleast in this deck. she combos extremley well with the acolyte of flame turning the 1/1's into 3/1's if you have the regulator then its 5/1's (if you untap with both chandras and a regualtor thats a hasty 20 power accross 4 bodies.) Her minus 1 can and will ramp you into your bigger chandras (with the regulator its a ritual on a stick) and the shock effect is surprisingly useful with or without doubling it up.
Similarly Chandra, Torch of Defiance adds mana and she can ping for 2 or essentially draw a card, her minus 3 laughs in the face of Questing Beast. If you manage to minus 7 you've probably won the game. i dont know what else to say here everyone knows this is a good card right.
Continuing the theme of pinging for 2 or drawing cards we move onto Chandra, Heart of Fire and Chandra, Pyromaster. With both of these walkers were not at all concerned with their ults they are here for card draw and clearing pesky boards so our elemental tokens can get in.
And thats all of the planeswalkers, everything else is essentially just stalling until we can get out walkers down.
Abrade as a 4 of is a meta choice due to the prevelance of colourless decks running around (it also snipes Embercleave and The Great Henge) otherwise its just solid creature removal that can come out early enough to matter.
Likewise Stomp is just solid removal with some fringe benefits (i see your Solemnity + Nine Lives locks and i laugh) and the Bonecrusher Giant itslef is a solid blocker.
Anger of the Gods is mainly here to screw with nissa lands if im honest, we have enough single target removal that often times were just cycling it (regulator remember) and the exile effect is relevant enough that i feel its the better choice over Sweltering Suns just for the amount of graveyard shennaigans running around.
Our best removal spell is probably Chandra's Triumph we have so many chandras that it is quite often dealing 5 damage and the ability to hit planeswalkers is nice.
The only other noteworthy card is Blast Zone, once we have some walkers down we dont really use our mana so having to pay to tick it up isnt to much of an issue and well its a wrath in your land slots right (it also deletes auras / tempo)
As for the sideboard, beyond the 4 Grafdigger's Cage which i feel are essential in this format i honestly didnt know what to go with. Sorcerous Spyglass is just a hedge against Ugin, the Spirit Dragon. Torbran, Thane of Red Fell seems like it would be good in a deck with this much pinging but honestly it just feels win more. Cavalcade of Calamity pairs very well with Chandra, Acolyte of Flame and can allow you to be fast enough against controll (you can have it all down by turn 3.) I went with Tibalt, Rakish Instigator over Rampaging Ferocidon because we have the sarkhans to capitalise on a high number of walkers and there are enough lifegain decks running around i felt it worth it. it can also be worth it against control as a source of creatures aswell as turning off the lifegain on Approach of the Second Sun preventing the opponent from stabilising in time.
21 | 9 | 19 | 11 | 0 |
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0 | 6 | 9 | 0 | 0 |
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