"I don't want to set the world on fireI just want to start a flame in your heart." -Not Chandra

This is a relatively simple deck that I've been working on for roughly about half a year now. Now that I own a SDCC Chandra as my commander for it, I've decided to finally type it up.

Generally, this deck wins very simply: Setting the whole world on fire. The second Chandra get's ulted, each player gets stuck with an emblem that is with them for the rest of the game, bolting them on their upkeep. To get Chandra there, we run ramp to get her transformed ASAP in the form of mostly just sol ring, fire diamond, and ruby medallion, as getting her into a planeswalker on turn 3-4 is easy by swinging and then casting a spell so long as a player doesn't have blocks or only has a 1/x or 0/x to block with.

From there, we seek to protect Chandra in burning everyone else with a heavy playset of cheap removal. In addition, we can also win by copying X-spells with Pyromancer's Goggles and howl of the horde, allowing for mass mayhem.

This deck focusing on casting fire, and it does so viciously. In my playgroup, this deck is highly-successful as it's early-game setup is quite hard to prevent.

Things I want to change: Dreamstone Hedron to a Thran Dynamo, and Ur-Golem's Eye to a Hedron Archive. I also want to see a heavier set of enchantment removal using Warp World and similar effects to remove them. Drawing more cards is also helpful, but there's not a lot of wiggle room ATM I feel like in this deck.

Important Combos:

Embermaw Hellion + Pyromancer's Gauntlet + Pyromancer's Goggles : Both a flavor win, and getting an extra six damage on any burn spell we play. Really, goggles can win us games by itself, but with these out as well it gets ridiculous.