The new Chandra is cool, but I don't think she really suits this deck.
If you really want her in I would suggest adding Fall of the Hammer. It can transform her the turn after she is played. If no opponent creatures are out - target one of your own!
Of course, that will then remove more burn spells. Probably not a good idea.
I'll be interested to know whether Pyromancer's Goggles work for you.
July 7, 2015 3:23 a.m.
I've been working on a similar deck, if you want to see how I've used the new cards.
I've gone for a more aggressive approach with more focus on burn.
Check out Satyr Firedancer. He can burn your opponent AND take out a creature, with the same burn spell.
July 7, 2015 3:39 a.m.
I actually misread how Chandra could play until during playtesting.
I missed the whole swing for 2, cast a spell, untap, tap for 1, transform part because I misread it as 3 damage from the ability alone.
July 7, 2015 4:01 a.m.
Yeah, a lot of people did.
Problem is, using her as a creature to attack makes her vulnerable.
Fall of the Hammer lets her transform without putting her in as much jeopardy.
With your current set up I would wait until you have her and two cheap spells in hand.
Play her. Next turn tap her for one damage, cast spell (burn or Monastery Swiftspear), untap Chandra, tap her for one more damage, cast spell, untap and tap her again BOOM! she is now a Planeswalker.
Use her first ability right away for two more damage. If you've used burn spells (Wild Slash, Lightning Strike) to untap her you can possibly have hit for ten damage in one turn.
July 7, 2015 4:13 a.m.
I just flipped over to the spoilers quick and while it's well and truly up there in the curve I noticed Chandra's Ignition could quite easily clear a board of goblin tokens out and get her the damage required before even tapping her.
But then there's the curve again. As much as I would like for it to stop at the convokeable 4 drops right now the goggles just look like too much fun to pass up until I've tested them more.
July 7, 2015 4:30 a.m.
You kill them with one Lightning Strike and one Wild Slash, for three mana.
July 12, 2015 6:19 p.m.
So Siege Rhino became a sorcery that reads : gain 8 life, your opponent discards two cards...nice...
July 13, 2015 8:03 p.m.
How exactly does Siege Rhino gain you eight life? I could see a case for six.
If you use the Pyromancer's Goggles you can cast Lightning Strike while only tapping one land, and then blast Rhino with both copies.
Essentially a dual Lightning Bolt.
July 13, 2015 8:16 p.m.
Better than that, a Fiery Impulse cast with Pyromancer's Goggles with spell mastery. No land cost, one card, 6 damage.
July 13, 2015 8:23 p.m.
Holy Cow! I just thought that all Pyromancer's Goggles did were some cheesy storm cheese stuff. Thanks so much for the info, better pick up my playset. :)
July 14, 2015 12:46 a.m.
Have fun top decking spells after turn 4. You need a draw engine like Outpost Siege or atleast Avaricious Dragon
July 16, 2015 8:50 p.m.
I'd run some creature engines like Eidolon of the Great Revel and Scab-Clan Berserker. Molten Vortex also turns land into fuel. I'd run some copies in the 75 because it's so good against control. Magmatic Insight also isn't bad
July 18, 2015 12:11 a.m.
Why 2 for 1 a rhino or tasigur when you can just run Roast?
July 28, 2015 12:54 a.m.
Some Suggestions:
Monastery Swiftspear benefits from all the spells.
Sideboard options:
Searing Blood kill dorks, remove life.
Anger of the Gods eliminate recurring critters.
Reclamation Sage Say no to annoying enchantment or artifact cards.
July 31, 2015 10:28 p.m.
You need more creatures. The biggest mistake you can make playing burn is underestimate the value of creatures. I went 4-0 last week at FNM running a similar list and I couldn't recommend Eidolon of the Great Revel more. He does fantastic work against your opponent and slamming him turn 2 on the play is a terrifying threat to most decks. Scab-Clan Berserker is similar to eidolon, though far less effective coming out a turn later and needing to be renowned. Zurgo Bellstriker and Lightning Berserker are also invaluable seeing as against a clear field, they are essentially repeatable burn spells that let you pace out. The shine especially against control where they just win you the matchup seeing as they cannot respond to it on their own turn.
Argy says... #1
I would suggest Crater's Claws in the Sideboard.
It's an amazing finisher that can really only be answered by a spell that either cancels or counters.
July 7, 2015 3:12 a.m.