Chandra, Torch of Defiance
![](https://media.mtgsalvation.com/avatars/thumbnails/262/750/200/283/417683.full.jpg)
Oracle Text
+1: Exile the top card of your library. You may cast that card. If you don't, Chandra, Torch of Defiance deals 2 damage to each opponent.
+1: Add
.−3: Chandra, Torch of Defiance deals 4 damage to target creature.
−7: You get an emblem with "Whenever you cast a spell, this emblem deals 5 damage to any target."
Card Rulings
9/20/2016 An effect that instructs you to “cast” a card doesn’t allow you to play lands. If the card exiled with Chandra’s first ability is a land card, you can’t play it and Chandra deals 2 damage to each opponent.
9/20/2016 If you cast the exiled card, you do so as part of the resolution of Chandra’s ability. You can’t wait to cast it later in the turn. Timing permissions based on the card’s type are ignored, but other restrictions (such as “Cast [this card] only during combat”) are not.
9/20/2016 You pay the costs for the exiled card if you cast it. You may pay alternative costs such as emerge rather than the card’s mana cost.
9/20/2016 Loyalty abilities can’t be mana abilities. Chandra’s second ability uses the stack and can be countered or otherwise responded to. Like all loyalty abilities, it can be activated only once per turn, during your main phase, when the stack is empty, and only if no other loyalty abilities of the planeswalker have been activated this turn.
9/20/2016 The emblem created by Chandra’s last ability is colorless. The damage it deals is from a colorless source.
9/20/2016 Chandra’s emblem’s ability resolves before the spell that caused it to trigger.
9/20/2016 In a Two-Headed Giant game, Chandra’s first ability causes 4 damage total to be dealt to the opposing team.
Welcome to the new standard.
Thank effing god, I guess we've all had enough of that Bant Company crap, haven't we?
Seriously, this is good. Like, really, really good. Two +1's that either net a new card, free damage, or free mana. Beautiful. The burn is a bit costly, but in a pinch, it can remove a threat so Chandra can build more counters, which is only good for you, as the longer she's on the field, the more advantage you get. If you can get off her final ability, you pretty much win.
What I think I like most about this Chandra is that is has a place in both control and aggro decks. Control loves the card advantage and can protect her long enough to get off that insane finisher consistently. Aggro decks love the extra fuel, mana, and damage. This is a good card, maybe too good. Only time will tell if she will break the game as hard as the last 4-drop, four-ability walker we had.
People should note that she does not have +2 and 0 loyalty abilities like Jace did and that is a big deal. The ability to get more than one point loyalty a turn matters a lot(See Nahiri). Also her "self protection" costs 3 instead of 1 but it does kill a wide range of creatures ran in the format.
She might find a home in some deck, not sure which one. Going to let other people to do the "science" with the Chandra. Not sure how she will play out in standard as I do not play the format anymore.