Atlas of Doors

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Flame

More attacks, bigger hits, set them burning.

Starting kit

Flame Cut: Deal 6. Apply 2 Ember.
Flame Arc: Deal 1. Sear 4. Apply 2 Ember.
Bash: Deal 10.
  • 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

  • Cinder Fanuncommon1Cinder FanDeal 3. Draw 1. Apply 6 Ember to ALL monsters.
  • Ash Stormuncommon1Ash StormDeal 9 to ALL monsters. Gain 2 Guard. Apply 2 Ember.
  • Pyre Strikeuncommon1Pyre StrikeDeal 5, plus 10 per card played this turn.
  • Twin Flamescommon0Twin FlamesDeal 2, then 2. Chain: gain 3 Guard.
  • Conflagrationrare1ConflagrationEverburn 1.
  • Spark Jabuncommon0Spark JabApply 4 Ember. Exhaust.
  • Firestrikerare2FirestrikeDeal 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.