Chandra, Fire of Kaladesh - Everyone and Everything Burns
Chandra, Fire of Kaladesh
Approximate Total Cost:
About the deck
Typically you will want to get Chandra, Fire of Kaladesh // Chandra, Roaring Flame on the board on turn 2 or 3 depending on acceleration you get. Generally on the following turn you will begin by swinging Chandra at one of your opponents that does not have a blocker. In your second main phase, you will play a red spell (hopefully) which untaps Chandra and then she should tap and deal a point of damage to a second player, which will transform her. Keep in mind that you can play a spell that does 2 damage to all creatures/players and then in response tap Chandra to deal the point of damage, transforming her before the original spell goes off so she does not take the damage. Once she is transformed, you will use her +1 ability to deal 2 damage to a third player. This results in spreading the damage around a bit but it isn't super significant amounts. However, any little bit you can drop everyone that is not you by can be significant in the end. All of this can change depending on priorities, if there is a player you really need gone much quicker than the others you can pile all of the damage onto that player, such as a blue/control player or someone who combos out of nowhere. If it is unlikely that your commander will get to swing for combat damage, you will just have to cast two red spells in one turn to transform her, which isn't all that difficult.
As far as non-land permanents are concerned, this deck is mostly non-creature as well which usually results in opponents not having enough removal that affects you unless they are running a greater than average amount of wipes like Austere Command or Merciless Eviction. I try to keep the amount of creatures at a minimum in this deck, they have to do something pretty special since I tend to kill my own fairly often. I have ran more creature heavy in the past, but still less than 10 creatures at the most and just ended up replacing them with other things as time has gone on.
Opponents have to play the balancing act of trying to drop your life total while also stopping any number of Chandra planeswalkers from hitting their ultimate abilities since most are pretty great to some degree. This can give you a bit of resilience depending on what your opponents are playing, while you continue to just burn everyone and everything.
Chandra's Regulator and Repeated Reverberation can result in some absolutely disgusting turns if used when one of your planeswalkers activates an ultimate. Rings of Brighthearth could easily be in the deck, I used to run it before I replaced it with Chandra's Regulator, but it would not hurt to have both clearly.
Getting a Furnace of Rath type of damage multiplier effect into play can be absolutely brutal. I have had Turn Two Chandra, Fire of Kaladesh // Chandra, Roaring Flame, followed by Turn Three Furnace of Rath (prior to transforming Chandra), into Turn Four Ensnaring Bridge and that line of play is tough to deal with if people are not drawing the right removal. Once you start getting emblems into play from some of the Chandras, the damage starts really rolling. These multipliers make cards like Price of Progress and Acidic Soil potential game enders.
You can have more defensive artifacts/enchantments if you feel that creatures are still getting through too often. I've run Smoke at various times in the past to great effect and Portcullis can also be great. I've never had it in this deck but Silent Arbiter could also be a worthwhile creature to try since it is largely unaffected by a lot of the AOE damage you are throwing down.
Alternative Commanders
Neheb, the Eternal is also a great massive burn damage monored commander. I've seen decks led by Neheb do some scary stuff.
Further Notes
I'll update all of the above with more details as time goes on.