Chandras are cool, but there's got to be a legitimate reason to play them all in one deck if Chandra tribal wants a chance at glory. Thankfully, we have plenty of such reasons. There are in fact three non-planeswalker-deck cards that invoke Chandra's name in their rules text, and all three range from perfectly playable to potentially broken.
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Chandra's Regulator
This card is absolutely insane and one of the biggest payoffs for jamming a bunch of chandras in your deck. As long as we have any reasonable draw that contains a regulator plus just one or two Chandras, it becomes very difficult for us to lose. Think on it: even some of the weaker loyalty abilities on our Chandras become very good when copied for the low cost of one mana.
Chandra, Acolyte of Flame
's first zero gives every 'walker on our side _two_ loyalty, making it very hard for creatures to attack them down. Her other zero ability now makes four Elementals, and when combined with
Chandra, Novice Pyromancer
's +1, results in four 5/1s for two mana. On an empty board, that's a hit for 20 damage! Speaking of
Chandra, Novice Pyromancer
, with a regulator around, her -1 becomes a hypercharged
Rite of Flame
and her -2 becomes a
Flame Lash
that can be split between two targets. Otherwise,
Chandra, Awakened Inferno
's +2 is quite strong when copied, resulting in an inevitable four-turn clock (2+4+6+8) damage on their upkeep, and her -X can be used to kill two things (or kill one thing using only half the loyalty normally needed). Simply put, since loyalty abilities don't cost any mana and aren't really designed with copying in mind, a card that allows us to copy them can quickly break the game. It also should be remembered that the regulator has a second ability which lets us rummage away bad cards or excess lands for one mana. While it really is just the icing on the cake, smoothening out our hand can be pretty relevant, especially if the game goes long.
•
Chandra's Embercat
A two-drop mana dork may seem boringly unimpressive, but it's not something that red usually has access to, and the ability to cast Chandras a turn (or even two turns!) ahead of schedule is too good a thing for us to pass up. Casting four-mana Chandras on turn three is always efficient, especially if it's
Chandra, Novice Pyromancer
, which can immediately -2 to kill a creature, then -1 on the next turn, giving seven mana to slam
Chandra, Awakened Inferno
on turn four. It's more than a little awkward that the cat mana can only be spent on Chandras and Elementals (no
Sarkhan the Masterless
, no spells), but ramp is so good (and so rare) for a deck like ours that even awkward ramp is welcome.
•
Chandra's Triumph
This is a good card that becomes an amazing card in our deck. A "fail case" would be
Lightning Strike
without the ability to go face, which is fine. The success case, which is quite easy to achieve with thirteen Chandras in our deck, would be an instant-speed
Roast
that hits fliers and planeswalkers, or a sometimes more expensive
Magmatic Sinkhole
, which is a card that sees consistent Modern play as possibly the best red removal spell for any deck that can afford its tax on the graveyard. Five damage for two mana is just a super-efficient rate, and the only straightforward way to gain access to it in Standard right now is by playing a bunch of Chandras, which we happen to be doing.
•
Sarkhan the Masterless
Sarkhan isn't a Chandra-specific payoff but really just a payoff for having a lot of planeswalkers in our deck. Here, he fits the same role he did in the Jeskai Walkers deck that was very popular a while ago before the Nissa Ramp decks with
Mass Manipulation
appeared, acting as a pure threat that can win the game very quickly. Imagine a simple curve of
Chandra, Acolyte of Flame
into
Chandra, Novice Pyromancer
into Sarkhan. That's a lot of power ready to attack on turn five!
•
Repeated Reverberation
This sorcery looks like a fun casual card at first, but it has overperformed for me. It's very good at giving us a burst of value (or tempo) to turn the table from behind, pull ahead with a solid advantage, or straight up slam the doors shut if we're already winning. Most of the time, it's loyalty abilities that get copied by this since they're free (especially Sarkhan's -3 because making three dragons is insane), but burning down an opposing board of creatures and planeswalkers with
Chandra's Triumph
is obviously fine, too. When you've got reverberations to repeat, this is very good, but it does need setup to function properly, so it's only a two-of since we don't want too many copies stranded in hand with no planeswalker on the battlefield.