If you were to change one fire card in game, which would it be and how would you change it?
Rage potion. Fire already has the most CC in the game so I don't think it needs a lightning. I'd change the wording to "Deal up to 5|6 damage to the target creature. HP lost is added to atk" This allows it to be used in mono fire, and opens up a synergy with fire shield instead of it being a second lightning.
To all candidates: Create an effective deck which uses 5-6 copies of Fire Spirit (unupped please). 8)
Hover over cards for details, click for permalink
4vj 4vj 4vj 4vj 55t 55t 55t 595 595 595 595 595 5f3 5f3 5f3 5f3 5f3 5f9 5f9 5f9 5f9 5l9 5l9 5l9 5l9 5l9 5rr 5v0 5v0 5v0 8pm
Immotrap variant. A single immolation can sustain one spirit for 4 turns, quite a lot of time. The voodoo combo also allows you time to build up the strength of your fire spirits.
Fur: How will becoming Master change your forum life?
Probably make me more involved. Most of the time I spend on the forums I've been spending on creativity such as deck ideas, card ideas, or writing. I want to get into PvP, so by being master you could say I would just be even more involved with the community.
what would you say is the top 3 elements to duo fire with and why?
p.s. .. fire/fire is not a duo
is a great combo with fire. Not only does it have defensive cards to protect fragile creatures with, but it also has strong synergies, such as steel golem + rage pot and lava destroyer. Even a card like graboid fits in wonderfully with immolation to create rapid rushing. Earth is just a great pairing with fire because of its flexibility, able to be used defensively and offensively.
is the second best combo with fire. Besides the raging angels and seraphs, the addition of sanctuary and miracle, two awesome stalling cards, give fire's insane control even more strength, patching up one of the rare areas where fire falls short on, healing.
would be my third beset combo with fire. Like light, it allows for stalling, but death is a great combo since the massive amount of CC that fire packs benefits it greatly, and death can be used flexibly like earth as well. It can be used offensively with fire as the defense in the case of slowly poisoning the enemy to death while fire kills creatures, or it can be used as defense, with the powerful bonewall and skull buckler stopping attacks while fire's ferocious creatures rip into the enemy.
Fire bolt is widely recognized as one of the most powerful cards in the game. A big part of this is its versatility - it can be used early to take out a cheap creature that's vital to your opponent's strategy, or late to take out dragons or even Titans if multiples are used. It can even be used to deal the final blow to your opponent, or OTK them with five or six. If you had to nerf Fire Bolt and/or Fire Lance, how would you do it?
Personally, I don't think fire bolt needs a nerf since unupped, its 3
cost makes it deal less than a rage potion, and unless in a stall,
players won't often have 10
to make it more powerful than a lightning. Fire bolt is used much more unupped than fire lance is used in the upped game, although that may be just newbies liking mono fire more and upped decks focusing more on SNbows and shards. I do not think fire bolt deserves a nerf since used as a CC card, it is pretty average. It only truly shines when packed into specialized decks that revolve around it, and even then, it does not make them overpowered enough that they warrant a nerf in my opinion.
To Kami and furball: Why u no post in red.
Happy now?Somethingsomething about being hipster and stuff. That and I'm not done.Ok, I think it's time to ask my questions, but you've allready kind of started talking about one of them.
I personally love that Seraph was added into fire, and I see it as a lot more than just a glass cannon (in upped play). What are your opinions on it?
Build me the most versatile fire duo you can in unupped play (upped play is a lot of RPS). It should be able to stallbreak, rush, or stall.
My personal opinions on Seraph? I don't see it bringing anything new to the element of fire, but I do enjoy new cards, so why the heck not. Seraph to me is the middleman between the mid range phoenix and the long range dragon. Phoenix is the better choice for defensive stability (7atk for 7
and phoenix), while dragon is the better choice for brute strength (12 atk for 10
). Seraph really isn't bad at 10|1 stats for 9
, making it superior to some other dragons in other elements, but I personally don't find it that interesting since I prefer either going for the stable phoenix or the rushing dragon, not something in between. The
synergy it brings only seems to me as either splashed, RoL'd, or immo'd. Most fire/light decks are stalls or raging angels, and seraph wouldn't really fit into either of those nicely.
Hover over cards for details, click for permalink
58o 58o 58o 58o 58o 595 595 595 595 595 595 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f6 5f6 5f7 5f7 5fa 5fa 5fa 5fa 5fa 5fa 8pm
Rush: Golems are fast rushers, can grow and deal damage
Stall: BB is a fantastic stall and control card. Shut down enemies as you kill them. Fahrenheits provide a more consistent and safe way of dealing damage if control is also present on the opponent.
Break: BB your own golems if you have to. 20+ hp renders it nearly invincible. Deflags blow up annoying shields, and the consistent growing golems should be able to break the opponent before you draw your sixth golem.
Do you think it is possible to bring back the glory of the old days in war? In my opinion, fire is no longer the powerhouse it used to be. Of all the candidates, Kami and Naps should know this best- they were there when fire was at its full glory.
Would you think the meta got more hostile towards what fire is aiming to do? Do you think fire's gameplay focus has shifted over the course of time? Do you think quanta capping has a lot to do with it, or is it just another factor among others?
What deck archetype do you see as the biggest "problem deck" for fire in war?
Of course! While other elements have gotten new toys to play around with none of that has detracted from fire's flaming abilities at all! Fire pulled a fifth in war 4, and a fantastic 3rd in war 5. The immolation nerf did not hit the most versatile element that hard at all.
The meta towards fire is either to stall or break. Fire's two most prominent positions are either a blazingly fast rush, or the devastating firestall. Few elements can rush with the same speed fire has to offer, so the obvious solution to beating fire if they aren't packing a stall would be control cards that nip fire's fragile creatures. As for the dreaded firestall, break and denial are the way to go when dealing with that. I don't think fire's gameplay focus changed much at all. Fire still has its deadly rush and control, allowing it to either stall or go in for the kill quickly. I do not see the quanta cap hurting fire that much, since with 75
, it's still enough to pull off an OTK
A problem deck would be something that counters the two main aspects of fire. Fire's fragile creatures die to control easily, and bonewall is an extremely frustrating card to deal with since even a mighty dragon is reduced to the strength of a photon when hitting it, ruining fire's main advantage. Entropy's antimatter also turns fire's game upside-down, turning powerful hitters into powerful healers for the opponent. Overall, I'd say a deck that made use of bonewall, like bonebolt or pandebonium would be fire's greatest weakness. Without any way to heal by itself, even very slow attacks can chip away at fire if its creatures are muzzled or dead.