Chandra's third mission sees her practicing her pyromancy against the wildlife of Kaladesh.


Intro Text
After the destruction of the foundry--completely accidental, but admittedly due to your fire magic--you and your family flee to the countryside to hide from Baral. The wild creatures out here scare you at first, but you soon realize that a beast attack is just another chance to practice your pyromancy.

Victory Text
Maybe it's not so bad being on the lam. You've been tangling with beasts and honing your pyromancy, and your family has found a comfortable village to stay in. As long as Baral's forces don't catch your trail, maybe even a wanted pyromancer can enjoy a bit of freedom.


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Chandra's deck (50 cards)

22 Lands Icon land
22 Mountain
18 Creatures Icon creature
3 Pyre Charger
3 Young Pyromancer
2 Chandra's Phoenix
3 Manic Vandal
3 Firefiend Elemental
1 Embermaw Hellion
3 Fire Elemental
8 Instants Icon instant
3 Fiery Impulse
2 Ravaging Blaze
2 Chandra's Outrage
1 Chandra's Fury
2 Sorceries Icon sorcery
2 Flames of the Firebrand

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Kaladesh Wildlife's deck (50 cards)

23 Lands Icon land
23 Forest
18 Creatures Icon creature
2 Scute Mob
2 Ambush Viper
2 Scavenging Ooze
4 Giant Badger
1 Briarpack Alpha
2 Obstinate Baloth
3 Primal Huntbeast
2 Craw Wurm
4 Artifacts Icon artifact
1 Spidersilk Net
3 Staff of the Wild Magus
1 Enchantments Icon enchantment
1 Lost in the Woods
2 Instants Icon instant
2 Spidery Grasp
2 Sorceries Icon sorcery
2 Hunt the Weak


The Kaladesh Wildlife have a monogreen deck with some lifegain. Chandra's burn spells can deal with the opposing creatures fairly easily, with the exception of Primal Huntbeast, which has hexproof.

You might not expect artifacts from a deck that represents wildlife, but the deck does have some targets for Chandra's Manic Vandals. It has three Staff of the Wild Magus, which causes the Kaladesh Wildlife to gain one life each time they play one of their green spells or Forests, for an average of about one life per turn since they have no card draw (though it may gain a little more in the short run if played early when the Wildlife hasn't yet run out of cards in hand). It also has one Spidersilk Net, an Equipment which gives +0/+2 and reach.

Be aware that the Wildlife's deck does have two Spidery Grasp and a Briarpack Alpha which can disrupt your plans if they're played in response to a burn spell to save a creature.

A notable addition to Chandra's deck for this mission is one Embermaw Hellion. Note that its effect applies to both Chandra's burn spells and her other creatures' combat damage. For example, with a Hellion out, Flames of the Firebrand could deal 2 damage to each of three separate targets (by pointing one damage to each), or 3 to one and 2 to another (by pointing 2 and 1 damage to each respectively), or just 4 to a single target (by pointing all 3 damage to it).