: Chandra deals 1 damage to target player or planeswalker. If Chandra has dealt 3 or more damage this turn, exile her, then return her to the battlefield transformed under her owner's control.
+1: Chandra deals 2 damage to target player or planeswalker.
−7: Chandra deals 6 damage to each opponent. Each player dealt damage this way gets an emblem with "At the beginning of your upkeep, this emblem deals 3 damage to you."
Chandra enters as a creature that pings players for 1 and untaps every time you cast a red spell, letting her flip into a planeswalker after dealing 3 damage in a turn. Once flipped, she's a burn engine that throws damage at faces and creatures while building toward an ultimate that can outright end the game. Cast a flood of cheap red spells to flip her fast, then grind opponents down with direct damage and a wide red shell.
Repeatable, commander-tax-free direct damage that can flip into a sticky planeswalker
Rewards cheap red spell density, so spellslinger and burn synergies come naturally
Mono-red consistency with easy access to ramp, rituals, and impulse draw
Her ultimate (-7) is a near-game-ending burst plus persistent emblem damage
Damage-based and slow against high life totals across three opponents
Vulnerable as a 2-power creature before flipping; chump blocks or removal stall her
Mono-red lacks card advantage and struggles versus heavy lifegain or board wipes
Loyalty abilities only hit one target, so she's weak at multiplayer board control
Generates a burst of mana and cards to dump multiple red spells in one turn and flip Chandra instantly.
Lean into damage doublers (Torbran, Fiery Emancipation) and cost reducers to make every red spell hit harder and flip her faster. Add ritual and free-spell density (Jeska's Will, Pyretic Ritual, Birgi) plus recursion like Underworld Breach to enable explosive single-turn chains. Round out with mono-red staples for card flow (Wheel of Misfortune, impulse draw) and protection like Sundial of the Infinite to keep her on the board.