Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Chandra, Pyromaster
Image from Wizards.com

Top 10 Cards of 2013

#10 - Chandra,  Pyromaster

- Magic 2014 Core Set

Reviewed December 18, 2013

Constructed: 3.50
Casual: 3.88
Limited: 4.17
Multiplayer: 3.67

Ratings are based on a 1 to 5 scale:
1 being the worst.  3 - average.  5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 


David Fanany

Player since 1995

Chandra, Pyromaster

As regular readers of this space no doubt know already, Chandra is my favorite planeswalker. I was happy to see this new incarnation of her for a number of reasons, not least that you can actually see her real hair this time. If you want to actually play her in a deck, though, you won't be disappointed either: her zero-cost ability is a unique and often powerful way to draw cards in red decks, and while one damage to a player is rarely going to take over a game, its ability to force large creatures past scary blockers like Wall of Frost certainly can. (Although it's not out of the question to ping someone down to zero with her +1 ability.) Her ultimate is more for fun settings than the kinds of games you read about on those links below the daily articles on MagicTheGathering.com, but it's deliciously red and oh-so-Chandra. I hereby swear that somewhere, someday, I will copy Tooth and Nail with it.

Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

BMoor 10. Chandra, Pyromaster

History has shown us that when it comes to planeswalkers, three mana and four mana is a big difference. Planeswalkers want to get in play fast because they take time to charge up. Chandra is no exception-- she's four mana and four starting loyalty with an ultimate of -7. Her +1 isn't bad. It pings away at a player while it picks off small creatures and keeps big ones from blocking. And it can target zero creatures, so you don't need an opponent to have a creature in order to get value from it. The 0 ability isn't bad either, but it's random. You don't know for sure if the top of your library is a spell, or if you have the mana for it, or if you want to cast it this turn. Theros bringing Scry back has helped, but it's not a perfect solution. The ultimate is also too unpredictable to bank on. You might not have an instant or sorcery in your top ten. Or it may be a combat trick you can't get good use out of. The intent is obviously that you get a burn spell and go supernova... If you hit one. If there were more solid red scry or a bigger incentive to play Izzet control id go for it. Personally, I find it just too swingy to rely on.

Constructed- 2.5
Casual- 3.5
Limited- 4
Multiplayer- 4
Michael "Maikeruu" Pierno

Today we look at the number ten card of the year with Chandra, Pyromaster which is a four mana Red planeswalker with four loyalty. Her
+1 deals one damage to target player and up to one target creature they
control and that creature can't block that turn. This ability is decent, with possible low end removal and some burn combined with support for your attackers. The 0 can effectively give you a second draw step each turn, though with just one turn to use it, and is beneficial in a pinch or when the +1 isn't needed. The -7 should win games outright or make winning dramatically easier by massive direct damage, removal of any threats, or even a swarm of tokens with Haste.

Overall this is a solid planeswalker that works well with several deck types and is sure to see play across current formats for quite some time.

In Limited this is like many planeswalkers in being a first pick in Booster, both for the repeatable burn with blocking interference and the card advantage of the 0 effect. The ultimate is a little less likely to win the game and is somewhat risky given the smaller deck sizes, which makes the first two abilities more efficient in most situations. The double Red makes splashing difficult, though a two color deck with your best available Red cards should be viable in either Sealed or Booster.

Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


Copyright© 1998-2013 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.