Type: Deck Idea
Format (legal 👍)
othOther
Approx. Value:
$316.05
Buy

0 Likes 0 Comments
Avg. CMC 2.67
Card Color Breakdown
Card Type Breakdown

Final Fantasy
releases on June 13, 2025!

Preorder now on CardKingdom Preorder now on TcgPlayer

Final Fantasy
releases on June 13, 2025!

Preorder now on CardKingdom Preorder now on TcgPlayer
Main Deck - 63 cards, 27 distinct
Columns
Name  Edition $ Type Cost
Rarity Color
Creature (1)
1 Walking Ballista
$9.74 Artifact Creature - Construct
Instant (16)
2 Abrade
$0.13 Instant
4 Lightning Bolt
$0.80 Instant
4 Lightning Helix
$0.07 Instant
3 Magma Jet
$0.07 Instant
3 Spikefield Hazard // Spikefield Cave
$0.14 Instant // Land
Sorcery (12)
2 Anger of the Gods
$0.29 Sorcery
1 Balance
$0.92 Sorcery
1 Fiery Confluence
$0.37 Sorcery
1 Jeska's Will
$21.94 Sorcery
2 Light Up the Stage
$0.18 Sorcery
1 Pyroclasm
$0.19 Sorcery
2 Shatterskull Smashing // Shatterskull, the Hammer Pass
$8.37 Sorcery // Land
2 Wrath of God
$2.37 Sorcery
Artifact (7)
4 Ensnaring Bridge
$11.40 Artifact
2 Isochron Scepter
$13.92 Artifact
1 Talisman of Conviction
$0.23 Artifact
Enchantment (1)
1 Leyline of Punishment
$4.09 Enchantment
Planeswalker (8)
2 Chandra, Awakened Inferno
$8.23 Legendary Planeswalker - Chandra
4 Chandra, Torch of Defiance
$1.85 Legendary Planeswalker - Chandra
2 The Wandering Emperor
$4.65 Legendary Planeswalker
Land (18)
2 Arid Mesa
$23.80 Land
2 Eiganjo, Seat of the Empire
$3.75 Legendary Land
5 Mountain
$0.07 Basic Land - Mountain
4 Needleverge Pathway // Pillarverge Pathway
$2.80 Land // Land
3 Plains
$0.05 Basic Land - Plains
2 Sacred Foundry
$18.96 Land - Mountain Plains
Sideboard - 45 cards, 12 distinct
Name  Edition $ Type Cost
Rarity Color
Instant (6)
1 Kozilek's Return
$5.43 Instant
2 Ricochet Trap
$0.55 Instant - Trap
1 Smash to Smithereens
$0.23 Instant
2 Wear // Tear
$0.75 Instant // Instant //
Sorcery (4)
2 Anger of the Gods
$0.29 Sorcery
2 Timely Reinforcements
$0.23 Sorcery
Artifact (5)
2 Damping Sphere
$0.41 Artifact
2 Defense Grid
$4.56 Artifact
1 Pithing Needle
$0.37 Artifact
Token (5)
5 Samurai
$0.10 Token Creature - Samurai
Emblem (25)
20 Emblem: Chandra, Awakened Inferno
$0.93 Emblem
5 Emblem: Chandra, Torch of Defiance
$0.35 Emblem - Chandra
Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not actually in the built deck. They do not count towards the in built decks count shown in your inventory. If you are using the Auto Trade feature, they will be still be marked for trade although cards in your main deck and sideboard will not.
No cards here. :(

Notes
 
Deck Name: Chandra’s Wrath

Format: Casual (Other Format)
Deck Type: Mechanic-Based Control-Burn
Deck Theme: Lockdown Burn Control with Planeswalker Pressure
Colors: Red-White (Boros)

-----------------------------------------------------------------------------------------------
Description

“Chandra’s Wrath” is a mechanic-based control-burn deck built to dominate the battlefield through an engine of planeswalkers, burn spells, and strategic lockdowns. Instead of relying on counters or draw-go tactics, the deck uses mechanical synergies like Isochron Scepter, Ensnaring Bridge, and Chandra emblems to control the game over time.

Its main axis of play is incremental value, suppressing creature-based strategies while generating pressure from planeswalkers and recursive instants. Chandra, Awakened Inferno serves as an unstoppable late-game win condition, while Fiery Confluence and Walking Ballista offer versatile finishers.

The deck thrives in 1v1 and multiplayer casual games, rewarding thoughtful sequencing, threat evaluation, and resource efficiency.

-----------------------------------------------------------------------------------------------
How to Play

Early Game:
Remove small threats with Lightning Bolt, Lightning Helix, or Magma Jet.
Accelerate with Talisman of Conviction and build toward your lockdown core.
Use Isochron Scepter with Helix, Jet, or Abrade for repeatable value.
Drop Ensnaring Bridge to neutralize early aggression.

Mid-Game:
Stabilize the board with Anger of the Gods, Wrath of God, or Pyroclasm.
Establish value with Chandra, Torch of Defiance or The Wandering Emperor.
Use Jeska’s Will or Light Up the Stage to refill your hand and apply pressure.
Hold Balance as a reset button in case of tempo loss.

Late Game:
Deploy Chandra, Awakened Inferno to generate unstoppable emblems.
Close the game with Walking Ballista, Fiery Confluence, or incremental burn.
With control of the battlefield and mana advantage, the deck becomes almost impossible to disrupt.

Ideal Opening Hand:
2–3 lands (with both red and white access)
1–2 removal/burn spells
1 engine card (e.g., Isochron Scepter or planeswalker)
Optional: Ensnaring Bridge or ramp piece

Mulligan if slow or flooded with high-cost spells.

-----------------------------------------------------------------------------------------------
How the Mechanic-Based Strategy Works

Lock and Control:
Ensnaring Bridge prevents combat-based wins.
Scepter + instant gives repeatable pressure or removal.
Planeswalkers offer card advantage, spot removal, and passive win conditions.

Pressure Through Incremental Burn:
Burn spells serve dual purposes: removing threats and reducing life totals.
Chandra emblems apply inevitability and stack with time.

Flexibility Through Toolbox Pieces:
Fiery Confluence offers 3 modes: damage, artifact hate, and sweeping small creatures.
Balance acts as a game reset if behind.

This is not a reactive counter-control deck — it’s a proactive engine deck that creates a hostile game environment where your opponent’s options shrink every turn.

-----------------------------------------------------------------------------------------------
Sideboard Strategy

Against Aggro Decks:
Timely Reinforcements: Life gain and blockers.
Anger of the Gods: Efficient exile-based sweeper.

Against Control Decks:
Defense Grid: Disrupts countermagic windows.
Ricochet Trap: Redirects disruption and protects key plays.

Against Combo Decks:
Damping Sphere: Disrupts multi-spell or Tron-based strategies.
Pithing Needle: Turns off combo-critical abilities.

Against Artifact/Enchantment Strategies:
Wear // Tear: Versatile and instant-speed.
Smash to Smithereens: Damage plus removal in one.

Against Token/Wide Boards:
Kozilek’s Return: Instant-speed board wipe to punish overextension.

-----------------------------------------------------------------------------------------------
Skill Level and Playability

“Chandra’s Wrath” is ideal for players who love planeswalker synergy, mechanic-driven control, and grindy wins. While it lacks the speed of aggro or the complexity of storm-style combo, it offers strategic depth through resource sequencing and threat prioritization.

Difficulty Level: Intermediate
Playstyle: Incremental control and value through mechanics
Best For: 1v1 and multiplayer casual

-----------------------------------------------------------------------------------------------
Competitive Profile and Ratings

Power Level: ⭐⭐⭐⭐☆ (4/5)
Effective against most casual and semi-competitive decks with strong mid-to-late game inevitability.

Mechanic vs Control Ratio: 65% Mechanic-Based / 35% Traditional Control
Leverages synergies like Bridge lock, Scepter recursion, planeswalker sequencing, and burn layering rather than hard counters.

Speed: ⭐⭐☆☆☆ (2/5)
Slow early game by design; snowballs into total control around turns 4–6.

Resilience: ⭐⭐⭐⭐☆ (4/5)
Multiple sweepers, lock pieces, life gain, and emblems make the deck hard to break once stable.

Best Format Fit:
⭐⭐⭐⭐⭐ 1v1 Competitive Casual
⭐⭐⭐☆☆ Multiplayer (3–5 players)
⭐☆☆☆☆ Modern/Legacy Tournaments (due to card legality)

Complexity: ⭐⭐⭐☆☆ (3/5)
Easy to learn, hard to master — mastering timing and board state assessment is key.

-----------------------------------------------------------------------------------------------
Play Like a Pro – 5 Tips for Mastering the Deck

1. Never rush Chandra unless you’re safe.
Play her when you can protect her for multiple turns — the value is exponential.
2. Bridge isn’t just a shield—it’s your strategy.
Don’t empty your hand too fast; protect your life total with a low hand count.
3. Isochron Scepter can win games by itself.
Helix, Abrade, or Magma Jet imprinted early = long-term dominance.
4. Keep Fiery Confluence in mind as a multitool.
Learn when to burn life, break artifacts, or clear small boards.
5. The burn is not the win—it’s the pressure.
You win with walkers and emblems. Burn just gets you there.

-----------------------------------------------------------------------------------------------
Quote:

“The fire burns cleaner the second time.”

Last Update: 24/05/2025
Comments
    No comments yet.