This version of Chandra is probably one of the best mono-colored PWs to date; absurdly low cost but high impact loyalty abilities, big mana gains from primary color (nearly rivaling those of Koth’s), and a decent pool of creatures to rush down Greg with. Even though she does have a clear “focus” on elementals, I don’t think the tribe is going out of style any time soon!
To make Chandra really fire on all cylinders (pun intended…), you’ll want to focus on getting her loyalty gains as much as getting red matches on the grid. Because Chandra’s abilities require no more than 12 loyalty to access, you can fire them off with alarming frequency. At maximum level, Chandra’s Fireball causes both damage to a target creature and your opponent at the same time; meaning you have the means to end games both suddenly AND quickly!
Here’s what I’ve been rocking lately for the Awakened Inferno (at maximum level):
Creatures (3):
Ball Lightning (MP)
Thunderkin Awakener (R)
Scampering Scorcher (U)
Supports (1):
Chandra’s Regulator (M)
Vanguard Supports (4):
Domri, Anarch of Bolas (M)
Chandra, Fire Artisan (M)
Chandra, Flame’s Fury (R)
Chandra, Acolyte of Flame (M)
Spells (2):
Demolish (U)
Electrolyze (MP)
First thing you want to notice is that this is NOT a cheap deck - there’s 4 vanguards for crying out loud! But that’s for the Regulator to generate loyalty like crazy. If all 4 vanguards stick - it’s 12 loyalty every turn, or a free Fireball every turn if Greg’s casting creatures like a madman. Also note that there a few Masterpiece rarity cards in the deck; while powerful, they’re not critical - so substitute as you see fit!
For creatures, Thunderkin Awakener can cause some massive graveyard shenanigans. Combine this with Ball Lightning for a constant 26 - 30 damage every turn as long as the Thunderkin stays out! Don’t have Ball Lightning? Substitute in Skizzik instead or some other elemental that has less than 4 health and has a habit of dying. Scampering Scorcher is a nasty way for you to go wide - 12 mana for hasty 6/6 in stats, or 10/6 if a certain Anarch is out!
Spells are unusually low in number especially by Chandra’s standards - but this is the price to pay for having 4 vanguards and the Regulator. Demolish is the grade-A, go to support removal spell. Able to target anything that isn’t a vanguard for the most part. Electrolyze is the hardest of counters to token stack strategies - able to blow up nearly ANY stack (or two!) of tokens for 7 mana. Don’t have it handy? Then substitute your favorite burn spell that costs 11 or less mana - just in case you need to have the Acolyte of Flame copy it from the graveyard in case of emergency!
Then we get to the supports, any by supports I mean the vanguards. Only two of them are critical to the deck: Domri, Anarch of Bolas and Chandra, Acolyte of Flame. Domri will provide both mana-denial countermeasures as well as extra red gems every turn, plus the option to have your elementals fight your opponent’s creatures before combat if burn spells aren’t enough to clear problematic creatures. Chandra, Acolyte of Flame can do a number of things: she can fuel your other vanguards, produce “not-so” Fleeting Elemental tokens, or allows you to reuse spells in your graveyard. She’s literally a swiss army knife of vanguards!
The other two vanguards are up to you as to what you have open or looking for. If you have Chandra, Novice Acolyte, she makes a great fit as she’s just as versatile as the Acolyte of Flame; bonus damage from elementals, 4 mana for your red cards, or some extra burn damage! Chandra, Fire Artisan gives you the ability to cycle cards from your hand that you don’t need (such as duplicate vanguards taking up valuable space). Chandra, Flame’s Fury allows you to constantly deal damage either to enemy vanguards, your opponent’s face, and/or your opponent’s creatures.
Then we get to the engine of the deck: Chandra’s Regulator. 6 mana allows your vanguards to become loyalty generators! For the Awakened Inferno, it’s literally heaven. Ever want to be able to ALWAYS use loyalty abilities every turn without having to match loyalty gems? Here’s your chance. Because most decks these days don’t run vanguard removal due to deck size restrictions, your opponent will usually have massive problems dealing with 1 problematic vanguard that you manage to stick… let alone 4 at once generating 12 loyalty every turn!