Si, si, vous pouvez aller vous chercher un playset du plus nul Planeswalker jamais édité. Ca peut faire un deck. après, j'ai pas dit qu'il était puissant...
Rulings from the gatherer :
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.
On notera qu'on peut faire arriver chandra au tour 1, (montagne + rite + rite + chant) , et faire ainsi son -2 dans la foulée, ce qui conduit quasiment automatiquement l'adversaire à l'abandon.
On peut aussi la faire venir au tour 2 (montagne T1, montagne + rite + chant + chant, il reste
) et faire son -2 reste assez violent.
On peut aussi la faire venir au tour 3 ( montagne T1, montagne T2, montagne + rite + chant ) mais déjà ca a beaucoup moins d'impact.
On notera une solution alternative de kill, à savoir jouer toutes les roues du destin à la suite. Cependant, il y a de grandes chances que ca fasse match nul à la fin