Chandra Nalaar

Chandra nalaar
Chandra nalaar

Chandra Nalaàr est une planeswalker qui utilise la magie rouge. Elle est spécialisée en pyromancie : les sorts de feu, le feu, sans oublier le feu.


La subtilité n'est pas une vertu — du moins pas pour la magicienne de feu Chandra Nalaàr. Impulsive, passionnée et impatiente, son caractère est aussi explosif que les sorts de pyromancie de son répertoire. L'étincelle de Chandra s'est activée quand elle était encore très jeune, et ses capacités de manipulation du feu et de planeswalker ont grandi avec elle.

Les autorités voient en elle une source de puissance immense et imprévisible qu'il faut contrôler, ce qui va directement à l'encontre de son désir de liberté et d'indépendance. Et quand, mondes après mondes, le tempérament incandescent de Chandra entre en contact avec de nouvelles lois et contraintes, le résultat est toujours explosif.



Chandra nalaar
Chandra nalaar

Chandra Nalaar est une pyromane qui n'arrive pas à contrôler sa colère. Elle a été éditée en exemplaires différents mais qui ont le même but, se servir de vos dernières forces comme combustible! Ici sont présentées les quatres versions de Chandra ainsi que les différentes stratégies s'y rapportant, pour plus d'info sur son histoire cliquer sur l'image.


Chandra Nalaar: 1ère version

1er effet
1er effet

1er effet

 

+1 : Chandra inflige 1 dommage au joueur ciblé.

Cet effet n'a pas l'air d'être très dangereux au premier regard mais si on y réfléchi ,il peut devenir dévastateur !Son atout le plus simple est de l'utilisé avec le crachefeu de Chandra pour obtenir une très grosse créature avec le vol mais on peut aussi l'utiliser avec la soif de sang (block ravnica)pour obtenir une armée d'élite .

2 eme effet
2 eme effet

2eme effet

-x : Chandra Nalaar inflige x blessures à la créature ciblée.

Excellent effet qui permet d'en finir avec de nombreuses créatures énervantes.

Utilisez cet effet avec des effets qui se résolve lorsque des créatures meurent, que se soit des créatures ennemies ou des alliés qui ont des effets particuliers lorsqu'ils vont au cimetière .Il handicapera l'adversaire pendant un bon bout de temps. 

 

ultime effet
ultime effet

Ultime effet !

 

-8 : Chandra Nalaar inflige 10 dommages au joueur ciblé et à toutes ses créatures .

C'est un effet qui peut faire pencher la partie en victoire pour vous !

Même si son coût est élevé , en 3 tours vous y êtes dans le meilleur des cas et si vous n'êtes pas sur de votre victoire , utilise la en combo avec un autre arpenteur très puissant Sorin Markov l'un demandera à l'adversaire de descendre ses pv à 10 et l'autre les lui fera ensuite perdre !Vous pouriez obtenir le même effet avec le Magister sphinx mais se sera plus dur à cause du nombre de mana différents requis .


Rules détails/ détails concernant les règles:


10/1/2007: To activate the second ability, you choose a value of X equal to or less than the number of loyalty counters on Chandra Nalaar. You may choose 0. You can't choose a negative number.

  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

 Chandra Nalaar : 2eme version           

2 eme version
2 eme version

Chandra l'embrasée

 

Cette nouvelle version de Chandra a été plus souvent joué en tournois professionnels à cause son effet finale offrant plus de possibilités en format étendu et son grand atout pour un Deck défausse .Le seul problème de cet arpenteur est son coût élevé .Voyons la maintenant en détail ...

1er effet
1er effet

1er effet

+1 : discard a card .If a red card is discarded this way .Chandra Ablaze deals 4 damage to target creature or player .(mettez un marqueur loyauté sur Chandra ,défaussez vous d'une carte ,si c'est une carte rouge ,Chandra l'embrasée inflige 4 dommages à une cible, créature ou joueur).

Cet effet peut finir un adversaire ou une créature gênante ,c'est encore plus puissant qu'une foudre et en plus , sa peut etre un avantage de se défausser d'une carte ,je vous conseille d'utilisé cet effet avec l'élémental d'étincelles de l'enfer ou bien le tonnerre de l'enfer .Et si votre Deck inclue d'autres couleurs en plus du rouge ,n'importe quel créature avec l'exhumation ou n'importe quel carte avec le flashback (tel que la déferlante d'éclairs)sera une mauvaise surprise pour l'adversaire .

 

2eme effet
2eme effet

2eme effet

 

-2 : each player discards his or her hand,then draws 3 cards(retirez 2 marqueurs loyauté de chandra ,chaque joueur se défausse de sa main et pioche ensuite 3 cartes .

Cet effet est merveilleux pour les decks de défausse ,combinez l'effet avec une caresse de liliana pour faire perdre minimum 6 points de vie à tous les adversaires (idéale pour une multi ).Si vous jouez un deck défausse rouge, il vous faudra y mettre des requetes brulantes pour envenimer la situation ,sa va chauffer! 

ultime effet
ultime effet

Ultime effet

 

-7 : cast any number of red instant and/or sorcery cards from your graveyard without paying their mana cost .(retirez 7 marqueurs loyauté de chandra ,jouez n'importe quel nombre de cartes rouges de rituels ou d'éphèmeres depuis votre cimetière sans payer leur coût .

Perso ,je trouve cet effet plus intéressant que celui de l'autre Chandra, surtout en tournoi où les points de vie augmente très vite et où pouvoir jouer autant de sorts est un très grand avantage désisif dans la partie .Utilisez l'effet pour jouer des sorts inacessibles tel que le vent corrosif ou encore mieux un décret d'annihilation.


Rules détails/ détails concernant les règles :


10/1/2009: If you activate Chandra Ablaze's first ability, you don't discard a card until the ability resolves. You may activate the ability even if your hand is empty. You choose a target as you activate the ability even if you have no red cards in hand at that time.

  • 10/1/2009: As the first ability resolves, nothing happens if your hand is empty. But if you have any cards in hand, you must discard one. If you discard a nonred card, Chandra doesn't deal any damage.
  • 10/1/2009: If the creature targeted by the first ability is an illegal target by the time it resolves, the entire ability is countered. You won't discard a card.
  • 10/1/2009: You may activate Chandra's second ability even if your hand is empty. As it resolves, a player whose hand is empty simply draws three cards.
  • 10/1/2009: You cast red instant cards and red sorcery cards from your graveyard as part of the resolution of Chandra Ablaze's third ability. You don't choose which ones to cast until you're actually doing so as the ability resolves. You cast only the ones you want to, and you may cast them in any order. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as "Cast [this card] only during combat"). Each card you cast this way is put on the stack, then the ability finishes resolving. Those spells will then resolve as normal, one at a time, in the opposite order that they were put on the stack. They'll go back to the graveyard as they resolve.
  • 10/1/2009: If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can pay additional costs, such as kicker costs.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Chandra Nalaar : 3ème version

Chandra, The Firebrand
Chandra, The Firebrand

Cette version-ci est une sorte de réédition de la prmeière mais en beaucoup plus maniable et beaucou plus rapide. Son premier effet permet maintenant de cibler aussi une créature (utile pour se débarasser facilement d'une Noble hiérarche), son deuxième est bien plus intéressant puisqu'il ouvre bien plus de possiblité et son utlime, même s'il inflige moins de dégâts, est bien plus jouable de part son coût de loyauté réduit de 2.

 

Le 1er effet peut rapidement se rendre très utile dans un deck Soif de Sang (par exemple) où le Berserker Sangorage ou l'Escouflenfer né de la Furie deviendront de véritables machines à tuer!

 

Le 2ème effet, quant-à-lui, fera trembler l'adversaire à chacun de vos tours en redoutant quelque Fureur des dieux ou Conflagration annoncée ou même Vengeance selon Sorin doublé(e) !

 

L'effet ultime quant à lui  se passe de commentaire. ;)


Rules détails/ détails concernant les règles:


9/22/2011: Chandra's second ability creates a delayed triggered ability that will copy the next instant or sorcery spell you cast that turn, regardless of whether that spell has targets.

  • 9/22/2011: When the delayed trigger resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
  • 9/22/2011: The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • 9/22/2011: If the spell Chandra copies is modal (that is, it says "Choose one --" or the like), the copy will have the same mode. You can't choose a different one.
  • 9/22/2011: If the spell Chandra copies has an X whose value was determined as it was cast (like Consume Spirit does), the copy has the same value of X.
  • 9/22/2011: You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if you sacrifice a 3/3 creature to cast Fling after activating Chandra's second ability, the copy of Fling will also deal 3 damage.
  • 9/22/2011: When you activate Chandra's last ability, you choose up to six target creatures and/or players. No damage is divided, and Chandra can't deal more than 6 damage to any one target. Chandra deals 6 damage to each target that is still legal when the ability resolves.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.

Chandra Nalaar: 4ème version

Chandra, Pyromaitresse
Chandra, Pyromaitresse

Chandra, Pyromaitresse , la version la plus récente de Chandra, est relativement plus sophistiquée que ses anciennes versions (surtout la 1ère et 3ème). Elle a gagné un point de loyauté depuis sa version précédente et pourtant ne coûte pas moins.

 

Son 1er effet peut faire passer clandestinement quelque Maitre des cruautés ou tout autre créature de bonne taille ou qui a intérêt à blesser l'adversaire, à tel point qu'on pourrait la croire posséder par Elbrus, la lame d'emprisonnement en chair et en acier!

 

Son 2ème effet sert surtout à accélérer le jeu. N'essayez pas de jouer une Phage l'Intouchable de cette façon, ça porte malheur. ;)

 

Son ultime effet est l'évolution du 2ème effet de la précédente Chandra, les cartes citées (et d'autres) sont toujours aussi utiles à combiner avec elle.


Rules détails/ détails concernant les règles:


7/1/2013: To activate the first ability, you must target a player but you can choose to not target any creatures.

  • 7/1/2013: If a creature is targeted by the first ability, it won’t be able to block even if the damage is prevented.
  • 7/1/2013: The card exiled by the second ability is exiled face up. Playing it follows the normal rules for playing that card. You must pay its costs, and you must follow all applicable timing rules. For example, if it’s a creature card, you can cast it only during your main phase while the stack is empty.
  • 7/1/2013: If you exile a land card using the second ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven’t played a land yet that turn.
  • 7/1/2013: In the third ability, “exiled this way” means the cards you just exiled because of that ability resolving. Cards exiled with the second ability or with previous activations of the third ability don’t count.
  • 7/1/2013: While resolving the third ability, you create the copies of the card in exile and cast them from exile. You can cast zero, one, two, or all three copies. The card itself isn’t cast. It remains exiled.
  • 7/1/2013: While casting the copies for the third ability, timing restrictions based on the card’s type (such as sorcery) are ignored. Other restrictions, such as “Cast [this spell] only during combat,” are not.
  • 7/1/2013: Because you’re playing the copies “without paying their mana costs,” you can’t pay any alternative costs for the copies. You can pay additional costs, such as kicker costs. If the copies have any mandatory additional costs, you must pay those.
  • 7/1/2013: If the copied card has {X} in its mana cost, you must choose 0 as its value when casting the copies.
  • 7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
  • 7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
  • 7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on it, it’s put into its owner’s graveyard as a state-based action.
  • 7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
  • 7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put zero loyalty counters on this planeswalker.”
  • 7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
  • 7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent or a planeswalker that player controls. You say which as you declare attackers.
  • 7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
  • 7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it.
  • 7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example, although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
  • 7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a state-based action.