FFQ decks are often mono Air or Air+Life duo. UG is also Air card, so still it is duo.
I said that trio Air+Life+Fire is very rare situation, so fire quantum generated by FF is waste there
i beg to differ:
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6s3 6s3 6s3 6s3 7ac 7ac 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 7mt 7mt 7mt 7mt 7mt 7mt 7n3 7n3 7n3 7n3 7n6 7n6 7n6 7n6 8pn
who said FFQ+FF+UG doesnt work?
Killing Epi+Damsefly (8 attack) and field of FF to ignite UG... Fantastic idea, perfect balance
Don't You think that SkyBlitz is better here? Of course it is better, much better. SoFr works good also. But no UG...
But OK, let's see what happen in Your deck when FF will generate
instead of
.
Change mark for Fire - SoBr works better and we still have quantum for Ignite UG.
Throw 3-4 Emerald Towers and pack SkyBlitz, FeralBond ot other card which You want.
Today generating Fire is very bad idea and it is big nerf for FF. And here is a problem of FFQ. When Pharaon generate more Scarabs You have advantage every turn by Scarabs skill. FF skill didn't give You any kind of advantage, because there is no difference between having 5, 10 or 30 fire quantum.
What should be done?
1. New Air card which works with Fire - maybe smoke which absorb 2 Fire each turn and protect permaments. Or card like Steam Machine. Or spell which turn Fire quantum into Air/Life/other etc.
2. UG didn't kill airborne creatures
3. Firefly (unupped) stats increase to 4|2 (or 4|1), the same like upped version and Player will choose which strategy he want - with Light or with Fire. Now losing 1 attack per turn per creature for light emitting (in compare with upped version) is too much
4. Other