Flame
More attacks, bigger hits, set them burning.
Starting kit



- 0Flame CutDeal 6. Apply 2 Ember.
- 1Flame ArcDeal 1. Sear 4. Apply 2 Ember.
- 2BashDeal 10.
Flame wins by stacking Ember on a monster and cashing it in. Every attack adds heat; Firestrike and Conflagration turn the heat into the fight-ending hit. Play three or four cards a turn and the numbers climb fast.
Signature cards
uncommon1Cinder FanDeal 3. Draw 1. Apply 6 Ember to ALL monsters.
uncommon1Ash StormDeal 9 to ALL monsters. Gain 2 Guard. Apply 2 Ember.
uncommon1Pyre StrikeDeal 5, plus 10 per card played this turn.
common0Twin FlamesDeal 2, then 2. Chain: gain 3 Guard.
rare1ConflagrationEverburn 1.
uncommon0Spark JabApply 4 Ember. Exhaust.
rare2FirestrikeDeal 11 per Combo. Draw 1. Detonate: burst 3 damage per Ember.
Keywords
- Ember
- Heat on a monster. It burns at the end of its turn and some cards cash it in all at once.
- Sear
- Damage that ignores Guard.
- Combo
- How many cards you have played this turn. Some cards scale with it.
- Chain
- A bonus that fires when the card is played right after another card.
