Chandra, Flame's Catalyst
Six mana buys you a five-loyalty planeswalker whose plus is pure reach: three damage to each opponent, no target, no board interaction, just a clock that ticks up every turn she survives. That is the whole thesis. Chandra here is designed as a finisher for a deck that has already committed to burning the opponent out, not a value engine that grinds a game to a stable position. The minus-two is the tell: rebuying a red instant or sorcery from the graveyard, and exiling it afterward, chains directly into that plan, letting a single burn spell double as fuel twice over rather than staying a one-shot. And the ultimate is the payoff for a color that historically cannot refill: discard your hand, draw seven, and cast the whole grip free. At minus-eight from a starting five, she asks you to protect her across several turns while the plus-one alone does meaningful work, which is the bargain this style of Chandra keeps making. She is the burn-plan version of the character rather than the ramp-into-flame version, and she reads exactly like a card built for the deck that wants to end the game from the top of its own library.


