Okay, I've been slowly but surely making my way through the threads and giving my commentary, now it's fire's turn.
The purpose of this is to give some of the people whose cards I didn't vote for an idea of why they didn't get the vote, and maybe how they could change things so they would get the vote (or explain how I misinterpreted the card).
The idea is to try to be helpful, not offensive. My apologies if I fail in that.
Lava Being: Really similar to lava golem. The bonus if you have an
mark feels arbitrary.
Berserker: UP. The ability really wouldn't come up all that often since it wouldn't be a high priority target, and the stats are low for how much it costs.
Fire Dancer: Certainly not a terrible idea, but it allows a
deck to effectively trump 90% of
creature control, and although that's highly situational the fact that the stats aren't bad for the cost means including it in your deck when you didn't need it wouldn't really hurt.
Charcoal Stallion: It's really expensive for a creature that you must sacrifice to use it's ability, and the stats aren't great for the cost. I think you'd be better off with explosion.
Wildfire: It's already really easy to get a lot of
quanta really fast.
Cauterize: I think
's ability to deal lots of damage really fast would generally be more useful against healing/miracle decks. One question though: how does this work when your opponent is at less than full hp?
Might be exploitable versus FGs since it deals a % of max hp and
quanta is easy to get a lot of.
Spontaneous Combustion: Yes, fire is good at direct damage spells, but
already has a lot of direct damage spells. The "consume all quanta" mechanic is a bit overused in the suggestions at this point, and the cost of this spell is low enough you could still spam it even with the consume all quanta. A single conflagration provides enough quanta to cast the upped version again.
Flamethrower: Not sure how
fits. After 2 turns do the enemy creatures get their hp back? It says "-2/-1 for 2 turns"
It also seems a bit like thunderstorm on a stick, that also damages your opponent and reduces the damage you take.
Flame Tempest: I think the creator is currently completely reworking this card, but the current version is completely underpowered. A five turn delay to deal 5 or 10 damage is really weak.
Fire Ward: I do really want more ways to avoid your opponent's permanent control in this game, but this may need a few adjustments. It uses up the shield slot and is pretty expensive, and honestly right now
does not have much in the way of permanents to protect. Might be useful against earthquake/pillar control decks. Could also be good later on once there are more
permanents.
I think I'd like it more if it dealt less damage & wasn't indestructible, but was cheaper and didn't take up the shield slot.
Brazier: Really, really confusing. It seems like it's using up more quanta than it produces, and some of the types of quanta seem pretty arbitrary.
If you don't see your card here I either voted for it or I'm still making up my mind about it.