I would like to take some
time to discuss burn and
planeswalkers. There are some
amazing planeswalkers, but perhaps
some of the best are red.
Especially, when it comes to some
direct damage.
First, I would like to
discuss a special woman.
She was the
first, a pioneer amongst planeswalkers. She was burning
before burn was cool, and she was a
planeswalker before planeswalkers
existed. I’m talking, of course,
about Jaya Ballard. How could I not
pay special tribute to the “hottest”
woman in Magic’s history? Without
Jaya we may never have even had
Chandra Nalaar! We first met Jaya
back in the Ice Age block, where she
had not yet earned her planeswalker
status. She traveled with Jodah,
fought Lim-Dul, and so on, and once
a magical mirror was shattered on
her face, she was awakened. Her
current whereabouts remains in
question. Some say she died, but
there is a theory that it was an
alternate reality version of
herself. Jaya is notorious for her
flavor text on some of the best burn
spells ever!
One
of the best burn spells I have ever
had the pleasure of unleashing is
Meteor Shower. Talk about a spell
where you get what you pay for. X
plus one is nice, but when it cost X
plus one red, it’s even better. Now,
what if said spell was divisible,
without the extra costs of Fireball?
Well that’s what you get with Meteor
Shower, and it’s all because of Jaya
Ballard. Jaya’s abilities are
related to her most powerful spells.
And since she was a prototype for
modern planeswalkers, she has three
spells at her command. Sure, it cost
you a card to use her abilities, but
I’m sure you would gladly exchange a
card for certain abilities. Her
first ability is even impressive.
For one red mana and a card from
your hand, you can blow up any blue
permanent, similar to Pyroblast’s
second ability. Then, for one
generic and one red, you get to cast
Incinerate, which deals 3 damage to
target creature or player, and the
creature wouldn’t be able to be
regenerated. Draw another land, burn
your opponent. Then for the coup de
grace, her final ability. Up against
seemingly unstoppable odds? Blow
everything up, and see what’s left
standing. Her final costs seven
mana, two red, five generic, and
deals six damage to everything. All
creatures, all players. Not many
things can be dealt that much damage
and survive. Sure, it takes Jaya out
as well, but isn’t that what being a
pyromancer is all about? Jaya’s best
achievement is one she may never
learn about. Jaya created a temple
on Regatha’s mountains, called Keral
Keep. Keral Keep is where my next
planeswalker went to learn to
control her powers.
Our next
planeswalker is none other than the
first
modern red planeswalker,
Chandra Nalaar. While at the temple,
we learned that Chandra was
responsible for her parent’s deaths,
as well as her siblings, and that
because of that, she was going to be
executed, and that is the moment she
gained her spark. She then came to
Keral Keep monastery, where she
learned of Jaya Ballard, and studied
under Mother Luti. Chandra
eventually went on the run because
of her impulsive behavior, and met
Gideon Jura. Then she returned to
Keral Keep, and was brought before
the Order of Heliud for trial, put
into the Purifying Fire, where she
transformed into a purer pyromancer,
then fled to Zendikar, where her
actions helped in awakening the
Eldrazi. Where she has ended up
since then is a mystery. Chandra has
been through many changes, but
remains a staple in many red decks.
Her original version was one
incredible, and often deemed
overpowered, card. Her first ability
pings your opponent for one damage.
The second ability is one that can
devastate a deck’s strategy. You
just drop your best creature, and
then your opponent plays Chandra,
removes some counters, and now your
A card is toast. But perhaps the
reason why Chandra is feared once it
hits the table is her final ability.
It’s a game ender in most scenarios.
Ten damage. Not matter what it hits,
ten damage is significant. Ten
damage will drop most creatures, or
at least set them up to be finished
off. Ten damage to a player is
catastrophic. That’s half life. And
considering Chandra has been picking
at you for at least two turns,
you’re now below half life. Now
imagine the horror when you realize
that Chandra Nalaar just blew up,
dealing that ten damage to ALL of your creatures, and to you. Can you recover?
How? At the very least, you’ve set
the stage to get your other forces
through, as not many of your
opponents creatures will have
survived the blast. And at this
point, only a few would need to, as
just off of Chandra’s abilities
you’ve dealt a minimum of twelve
damage. So now, you just need to get
through for eight. That’s literally
a Lightning Bolt and Lava Axe. And
in M11, planeswalkers gained their
own additional spells. Chandra’s
help set up that whole end game a
little better. Chandra’s Outrage can
finish off anything not killed by
ten damage, and deal some extra
damage to the player. And then one
of my personal favorite cards is
Chandra’s Spitfire. This little
thing makes dealing some direct
damage even better. And if you pop
off Chandra’s final, and Chandra’s
Outrage, its game, set, match. The
reason is because for every instance
where your opponent is dealt
non-combat damage, the Spitfire gets
a plus three pump. Meaning that
between the final ability of
Chandra, plus the Chandra’s Outrage,
you would deal more than enough
damage to take out most opponents.
The potential final assault itself
could minimally deal nineteen damage
if played as described above. And
then there’s her second form, her
Zendikar self, where her boom is
boosted because of the abnormal mana
flow. Discard a card that is red,
four damage to target of choice. Set
things up really well with a
painter’s servant. Then lands
themselves become bombs. Add to that
mix the Crucible of Worlds, so that
you are dealing your opponent damage
for free, since you can cast the
land you discarded. Or, continue a
sweet set up by pitching your
biggest burns. Then activate her
final, pulling all instants and
sorceries and casting them. If well
laid out, that should be the nail in
your opponents coffin.
Koth is new to all of us.
It’s like a shiny new toy o
n
Christmas morning that you are
examining, figuring out how many
different ways to play with it. Koth
is not what we are used to for burn.
He’s great geomancer, and is able to
manipulate the earth below him. He
isn’t about flashy explosions; he’s
just going to drop a Mountain on
you, literally! Koth’s first ability
is great for many reasons. The turn
you drop him, you can untap a
mountain, and it becomes a 4/4 until
end of turn. Smart players will
target a mountain they didn’t play,
and can then choose to send it to
attack. That’s right people, if you
played a mountain, and targeted it
for this ability, you cannot attack
with it. Or, you may just need an
extra mana. Drop Koth, untap a
mountain, and wait with a Lightning
Bolt in case your opponent tries
something funny. His second ability
can turn the game tide in you favor
fast. Say you don’t drop a land the
turn after you play him, but have
some devastating spell in you hand,
but need more mana. Minus two
counters, and then add red mana to
your mana pool for each mountain you
control. That could be up to eight
mana available turn five! You could
Obliterate the filed, wiping
everything out, better yet, Flame
Wave your opponent, and hit him with
a Lightning Bolt. It’s hard to
recover after a smack like that. And
then send whatever forces you have
marching in for more of a hit. But
perhaps his best ability is his
final. Remove five counters and you
gain an emblem, which remains even
after Koth may leave, that turns all
your mountains into Tom’s!
For
those of you unfamiliar with certain
Magic slang, a Tom is any permanent
that taps to deal one damage to a
creature or player. So now every
mountain in your arsenal is capable
of mana OR damage! Don’t need to
cast a spell this turn, hammer away
at your opponent instead! This guy
could truly be one of the funniest
cards I have seen in a long time.
Combining him with Valakut the
Molten Pinnacle it’s a no brainer.
Now people have to fear your lands
almost as much as anything else you
may have! Imagine once you have the
emblem and a Valakut with five other
mountains. Then you play another
one, that’s three damage from
playing it, then, you could deal
another six but tapping them. Add to
that a Furnace of Rath, and that is
an astounding eighteen damage from
lands! I am currently designing a
land based deck around Koth and
Valakut, and cannot wait to see how
it plays out, and I would be happy
to share the deck list once
finished, just drop me an e-mail,
thejag90@gmail.com.
Of course there are other
planeswalkers that have red in the
mana cost, but I wanted to focus on
just the mono-red ones today. Until
next time, happy gaming!