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Red-Hot Synergy: Exploring the Best Combos with Chandra, Awakened Inferno
If you’ve ever built around a planeswalker who wears a crown of ash and flame, you know the rush of watching a well-timed burn line turn the board and the table’s tempo in your favor. Chandra, Awakened Inferno is a legendary Planeswalker that screams “go big or go home” in Commander Masters’ red-drenched arsenal 🧙♂️🔥. With a non-counterable spell and a trio of abilities that demand both fearlessness and finesse, it invites bold lines of play. This is not a dull grind—this is the kind of card that makes a playgroup lean in, lean back, and yell, “Okay, I didn’t see that coming.”
Before we chase the flames, here’s a quick snapshot of the card’s core stats for context: a mana cost of {4}{R}{R}, a legendary planeswalker with loyalty 6, and the set is Commander Masters (cmm). The text reads This spell can't be countered, which alone reshapes how you sequence threats in a metasphere that loves instant-speed interruption. The two non-counterable hooks you’ll lean on most are the emblem-generating +2 and the dual, shock-and-awe threats from -3 and -X. The emblem punishes patience, the -3 clears the non-Elemental crowd, and -X can surgically erase a foe’s most troublesome permanent. And yes, the big picture spark is fun: watching a colossal blaze rewrite the late game arc 🧨.
How to read the toolkit: emblem, sweep, and targeted blow
First, the +2 ability doesn’t grow your board—it grows the threat level on the table. Every opponent receives an emblem that will deal 1 damage to you at the start of their upkeep. This is not a passive benefit; it’s a design choice that rewards you for keeping pressure on, while pushing you toward a more aggressive, self-aware risk calculus. The -3 ability is a reliable, clean board-control tool: it deals 3 damage to every non-Elemental creature, which means you want to curate a board of Elementals, or at least force opponents into stalemates where their key threats aren’t safe from that blanket burn. Finally, the -X ability is your finisher and exile-safety valve: you choose X, deal that much damage to a target creature or planeswalker, and if that damage would cause a permanent to die this turn, exile it instead. This is where you pressure a tanky threat without letting it cascade back into the game via death-triggered recursion.
Put simply, you want a deck that can both push value on the board and stage a decisive blow later. Elementals shine here because they can weather the -3 sweeping effect while still presenting bodies to press the table in the early turns. Cards that generate resilient tokens or persist with haste can turn your board into a moving army, while your direct-damage lines create windows to land the -X exiles that deny key artifacts or planeswalkers from returning to the battlefield. The thrill is in balancing tempo with inevitability 🧙♂️🎨.
Three practical combos you can build around
-
Combo A — The Exile Finisher: Build toward a late-game moment where you can safely push a high X value on -X to erase a major threat while exile prevents recursion.
- Setup: Have Chandra on board with several Elemental threats or tokens in play. You’ll want a sturdy hand of red removal and reach—think single-target removals or direct-damage spells that can thin what remains on the battlefield.
- Execute: When a top-tier threat (a planeswalker or creature with a dangerous ability) is the focal point, announce -X with X large enough to KO that target. Since the damage would otherwise kill the permanent this turn, exile it instead, removing the threat from the game and denying recapture. This is where the non-counterable clause matters—your opponent can’t simply respond with a counterspell to stop the kill.
- Finish: Follow up with targeted burn or a large X damage dump from other sources to finish off the remaining life totals, exploiting the emblem pressure to keep opponents in check as your board’s tempo climbs 🧨⚔️.
-
Combo B — Elemental Engine + Sweep:
- Setup: Populate the board with Elemental creatures; your goal is to keep non-Elemental threats off the table so -3 effectively clears the field without sacrificing your entire battalion.
- Execute: Cast a red board wipe that you can survive (Blasphemous Act is the iconic example in this color pie), then rely on your Elementals to stay standing or quickly rebuild. The +2 emblem ensures ongoing pressure; even if you take some heat, you’re pushing for the many-damage plan rather than a single big swing.
- Finish: Use -X to clean off any remaining wayward planeswalkers or troublesome creatures, then swing with your Elemental army for the win. The thrill here is waves of cheap green-flame aggression, each step amplifying the last 🔥🎲.
-
Combo C — Targeted Nukes with a Purpose:
- Setup: Keep a few high-priority targets in the sights—planeswalkers that punish wide boards or creatures with dangerous death triggers.
- Execute: Use -X with a focused X to deal lethal direct damage to the chosen planeswalker or creature. The exile clause ensures the target can’t return via typical death-replacement tricks in a single turn, letting you answer with another threat card or burn spell next turn. Pair this with a couple of precise removals to clear blockers and pressure life totals.
- Finish: Lean on your other red-damage sources to close the game, leveraging the emblem’s ongoing tick of 1 damage to you per upkeep as a shared risk that you’ve accepted for the sake of board control 🧙♂️💎.
Practical deck-building notes
Incorporate a mix of Elemental creatures and reliable non-Elemental threats to maximize the -3 wipe’s value. You’ll also want a suite of targeted removal, burn spells, and a few mass-damage finishes to capitalize on the board state after an emblem-heavy turn. Since Chandra’s emblem pings you every upkeep, include some life-sustain and resilient threats to weather the self-imposed heat. Cards that enable repeatable damage or tempo plays help turn a solid board into a winning late-game surge 💎🔥.
Understanding the flavor and play dynamics of Commander Masters helps you feel the heat in every decision. Chandra’s art by Chris Rahn—capturing that burning determination—reminds us why red decks stay so expressive and bold. The mythic rarity and the “this spell can’t be countered” line add a layer of inevitability to the burn plan that fans savor in casual or competitive games alike ⚔️🎨.
As you experiment, you’ll find that the best combos aren’t just about big numbers. They’re about the rhythm of play: building a threatening board, applying measured pressure with emblem-active turns, and then landing a decisive X-damage blow that exile-closes the deal. If you’re shopping for a quick, sturdy accessory to bring to your next game night, a dependable phone grip like the one featured in our shop can be the unsung hero—keeping your notes, lists, and strategies accessible as you orchestrate the perfect burn line 🧩.
Pro-tip: keep a card-ready banter with your playgroup about the “non-counterable” edge. It’s a fun talking point that also reminds everyone that red burn plans are as much about timing as they are about raw power.
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Chandra, Awakened Inferno
This spell can't be countered.
+2: Each opponent gets an emblem with "At the beginning of your upkeep, this emblem deals 1 damage to you."
−3: Chandra deals 3 damage to each non-Elemental creature.
−X: Chandra deals X damage to target creature or planeswalker. If a permanent dealt damage this way would die this turn, exile it instead.
ID: 0d4fb926-fe8c-4640-ac8d-ef418b8945d5
Oracle ID: 7b2a600b-d6c8-45ff-a7fc-06105d27111f
Multiverse IDs: 625280
TCGPlayer ID: 505774
Cardmarket ID: 723026
Colors: R
Color Identity: R
Keywords:
Rarity: Mythic
Released: 2023-08-04
Artist: Chris Rahn
Frame: 2015
Border: black
EDHRec Rank: 2935
Set: Commander Masters (cmm)
Collector #: 875
Legalities
- Standard — not_legal
- Future — not_legal
- Historic — legal
- Timeless — legal
- Gladiator — legal
- Pioneer — legal
- Modern — legal
- Legacy — legal
- Pauper — not_legal
- Vintage — legal
- Penny — not_legal
- Commander — legal
- Oathbreaker — legal
- Standardbrawl — not_legal
- Brawl — legal
- Alchemy — not_legal
- Paupercommander — not_legal
- Duel — legal
- Oldschool — not_legal
- Premodern — not_legal
- Predh — not_legal
Prices
- USD: 8.41
- EUR: 8.06
- TIX: 1.35
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