Magi-Nation Card Review
Cald
by Kroodhaxthekrood
Rating Scale
Magi-Nation Duel has only one traditional format,
Constructed, where all cards are legal except for a limited few. Cards will be
rated in this context with the rating scale shown below. These grades do not
tell the whole story and should be viewed in the context of the writing which
accompanies them.
1: Unplayable. Actively bad or
detrimental to your board own board in some way.
2: Low-Impact. Not actively bad but
doesn’t do a whole lot.
2.5: A little better than “meh”.
3: Role Player. Cards which are
simply not played as much but either could be good given
support or are at least decent or fun options.
3.5: Very strong with the required
support.
4: Staple. Strong cards which see
lots of play (or should) but are not completely busted.
5: All-star. Practically an
auto-include in most if not all of decks from that region.
Now, on with the show:
Magi
Amanax – 5
This is a card (and a rating) that will probably confuse new
players. He has terrible energy numbers which should by rights make him
unplayable. He has one starting card. What’s going on? Pyromaniac is one of the
most powerful magi texts in the game and, in combination with his starting
Syphon Vortex, will combine to enable Amanax to get up to 25-30 energy on
himself when he flips. You just target the biggest creature you can and Vortex
them for everything, then trigger Pyromaniac to gain double the energy you just
dealt in damage. From there you have so much energy that you can try to
overpower the competition.
Ashgar – 2.5
Hey, this guy draws cards right? There’s Magma Armor in Cald
right? Six energize is good. Ten starting energy stinks. He has five starting
cards, including the un-printed Boomstick and Krawg, and they’re even all
playable cards. It’s just a shame that Nerve requires you to basically die to
draw a card. That’s a really bad effect, even in a region that isn’t good at
drawing cards and wants all the help in that area they can get.
Barak – 4
He’s big, he’s beefy, he’s got decent starting cards.
Prophecy allows you to control your draw for the turn or manipulate your deck
for in case you can draw extra cards somehow. One of the best things about
Barak is that he can slot into any deck type just fine and still do his thing.
Barak the Red – 4
The alternate Barak gets a starting card upgrade in Flame
Rudwot and a more powerful power in Command. Command lets him tutor for any
Cald creature at the cost of 1 energy and a card. This means he turns your
worst card in hand into the exact creature you need right now. This makes him
ideal for creature-based decks (most of them) and bad in the rare
“creatureless” variety.
Gar – 4
Many players can see how good Quilla, a 14/7 magi with no
text, is. Many players can see how good Tryn is. I’m not saying Gar is as good
as either of those magi, but that’s only because he’s in a much worse region.
Strengthen means as long as Gar has a creature out at the end of his turn, he
is generating 7 energy per turn. This is especially good when compared to many
of the other Cald magi, who tend to have low energy numbers overall.
Good Ol’ Ashgar – 3.5
Some of you may have read one of my earlier articles about
setup magi. This guy is unfortunately the best one Cald gets access to. While
he relies on his starting Krawg to draw you extra cards, Good Ol’ Ashgar
otherwise just gets you a consistent few turns at the start of the game and
sometimes a board clear with Flame Geyser going into your second magi.
Grega – 3.5
If it weren’t for her terrible starting energy of 10, Grega
would be good. Thermal Blast is an entire decent card, and she can really blow
up a lot of stuff given that her Ring (which she starts with) and her power
allow her to Thermal Blast twice per turn for no additional cards spent. She’s
not going to live very long though.
Jory – 3.5
This guy is good. His starting cards are way above average
and synergize nicely together with Heatwave, which is a really annoying effect
to deal with. The only reason he’s not a 4 is that you have to skew your deck to
include more spells than normal which is a real cost.
Magam – 2
Naroom gets to Vitalize for 2, which is 50% less. Even if
Magam’s Vitalize cost 3, she wouldn’t be great. At 4, it’s just way too bad.
Magam, Flamesmith – 5
But don’t worry! They… fixed her? Man this card is annoying.
Gorgle’s Glasses is one of the few ways Cald gets to draw extra cards, so
starting with it is sick. The combination of Flame Boost and Flame Strike means
Flamesmith passively generates 9 energy worth of value every turn she sits on
the board. Yes, your opponent can play around the Flame Strike, but it’s often
annoying to do so and you’re still getting your value anyway.
Nara – 3
She’s a very interesting magi. Ergar is a great creature to
support. Rare Spirit is very powerful. Overall, there’s just not a lot of cards
that interact well with what Nara does.
Pyte – 3.5
If you haven’t yet, build a dice-rolling deck around this
guy. I promise you’ll have fun. 15/5 in Cald is actually great, and so is
Respite. Anything Cald can do to draw extra cards goes a long way. Again, the
only reason he doesn’t get a higher rating is the fact that he warps your deck
build a lot.
Raega – 3
Cremate is a strong power that requires a lot of energy on a
magi not very good at generating a lot of energy.
Sinder – 2.5
A little better than “meh”.
Sinder, Apprentice – 3
This guy has a ton of good stuff going for him but just
doesn’t really have a home. Spells you’re looking at include Equilibrate and
Heal. I’m open to being proven wrong here, I just don’t think anyone has made
him good yet.
Traveling Healer – 4
This guy has big energy numbers in Cald. Grudge will
actually trigger sometimes because Orothe is a commonly-played region and he
gets two tries instead of just one. Bolster is very similar to basic Gar’s
Strengthen, becoming better at 3 creatures affected.
Tryn Flame-Saver – 1
I hate this card so much. 2i went so far out of their way to
make sure you couldn’t do anything busted with her powers that they added what
is, in my opinion, the worst rules text in the game: “Effect: Your cards cannot
add energy to Tryn Flame-Saver”. Whatever you were thinking of doing to make
this Tryn awesome, that line of text means it almost assuredly doesn’t work.
Yes, she’s a dual-region magi which is inherently strong by itself, but that
text just ruins everything.
Valkan – 3.5
I’ve spent so many hours trying to make Valkan good.
Pyromancy is an incredibly powerful effect. He just never has enough energy to
do any of the fun things I want to do with him.
Ven – 3
It’s still probably too expensive for what it does, but this
Vitalize is much better than Magam’s. Plus he has more energy. Still, he
doesn’t do a whole lot.
Vorga – 4
Shatter has a target most of the time and so is quite good.
Repeatable relic destruction can hose some decks by itself. Vorga also starts
with the best card in Cald, Scroll of Fire.
Xandia – 3.5
Good energy numbers for Cald, good starting cards. Burning
Desire is most often a 3-for-5 rate (because you’re building around her and
including bigger dudes in your deck). Sometimes you get to discard Silth to it
though (but yes, then you have to put those in your deck).
Magi: TLDR
5
Amanax
Magam, Flamesmith
4
Barak
Barak the Red
Gar
Traveling Healer
Vorga
3.5
Good Ol’ Ashgar
Grega
Jory
Pyte
Valkan
Xandia
3
Nara
Raega
Sinder, Apprentice
Ven
2.5
Ashgar
Sinder
2
Magam
1
Tryn Flame-Saver
Creatures
Arbolit – 3
Since most Cald magi start with one of these, it turns a
pretty low-impact card into an automatic one-of in most Cald decks.
Ash Hyren – 3
This card does stuff, it’s just too expensive for most Cald
magi to actually play.
Braggle – 4
Mirror Shield + Morph is very annoying. This guy’s still
just so solid, even after every region has a Crushing spell.
Caldera Aq – 3.5
Drawing cards in Cald is fabulous. All this card needs is an
Ergar to become very strong. You have the Caldera Aq use Spark, then trigger
its own Heartwarming for essentially 1: Draw a card. Even if Ergar isn’t how
you trigger this, it’s still on rate at 2: Draw a card, it’s just not exciting
then.
Charg – 3
They were printing more and more Attack Step-oriented cards
for Cald but before Daybreak anyway they hadn’t quite got there on the theme. This
is a pretty good creature for those type of decks.
Cinder Hyren – 3.5
Not good early. Pretty good late, especially when you’re
shuffling your Ergars and Giant Arbolls back in because you ran out.
Coal Ergar – 2.5
What?
Diobor – 2.5
This is a 1-for-2 that you have to have six energy to
actually play, or you can use its other mode: a six-energy creature with no
text. Technically it does stuff at a profit but really? You want to put this in
your deck?
Diomant – 3.5
It’s a Diobor with a much better rate that only hits magi.
This is actually a playable card, especially if you have an Abraxin’s Crown
running around.
Drakan – 4
Guy is solid.
Ergar – 5
Finally. Best Cald creature right here. This guy is the most
important piece of probably the best Cald deck type, as he allows your
creatures to combine with Scroll of Fire to start shooting down your foes, one
Spark at a time.
Ember Hyren – 3.5
In Cald this requires some building around, since a lot of
the best Cald creatures don’t attack as often as some other regions (like
Naroom). It’s still quite a strong card, you just have to support it.
Ember Vard – 4
Exactly as good as it is in Arderial. You have a Brushfire
right?
Fire Chogo – 3.5
This thing looks awful but it starts to get very efficient
very fast when Scroll of Fire is in play.
Fire Grag – 3
You have to discard a two-energy creature for Metabolize to
be efficient, and Cald has no shortage of those if they want them. It can be
powerful, I just don’t know what you’re doing with it. I suppose Flame Trulbs
are decent ammunition.
Firestorm Orish – 2.5
Another one that’s exactly as good in Cald as it is in
Arderial. Firestorm nets your board one energy, which is fine but nothing to
write home about. In practice, it’s a little better than that because you get
to put three energy onto something that can really benefit from that. You still
need to discard two in order to gain the three. No cheating, because that would
be unfair… or something.
Flambit – 4
The rate on this is 3-for-6, which is good. Magi damage is
underrated. Cald can certainly make use of growing its creatures. It gets
better if you can use its excess energy so it has room for synergy cards,
despite not being affected by Scroll of Fire. This isn’t a three-of, but is a
good, solid card to put in your deck that won’t disappoint unless you have too
many.
Flame Hyren – 3.5
This card is for combo players. Do not play it straight-up.
It’s not worth it. When you’re doing something wacky with it though, you’re in
the market for a big payoff.
Flame Jakla – 3.5
You have to get all the energy off the magi for Heat Syphon
to be really good, but if you combine this with other incidental ways to damage
magi (Jory, Flambit, Abraxin’s Crown, etc.), it’s a strong power (1-for-3
rate).
Flame Rudwot – 4
If I had a 4.5 rating, this would be what it looks like.
Flame Rudwot does everything. It burns, it grows, it synergizes with other good
cards in region, it gets better in multiples. Staple+ rating.
Flame Trulb – 4
The first many times I read this card Familiarity was very
confusing so here’s the DL: 1) Bograth/Cald decks are not a thing, 2) They see
themselves so the first one you play grows to 3, and if you have multiples they
become 4, then 5 energy when they hit play. That’s awesome.
Giant Arboll – 5
This is the second-best Cald creature and 1/3 of the puzzle
of the typical Cald engine (the others being Ergar and Scroll of Fire). Also,
the errata on this card actually made it better and I think that’s cool. Being
able to survive to Healing Flame again is quite nice. In any case, Healing Flame
combined with the other pieces of the Cald engine can generate a big energy
advantage.
Granas – 4
This card is extremely solid. It’s really just as good in
Cald as it is in Underneath, but not played as often. Being Burrowed on the
enemy turn allows Granas to survive, while Pummel allows it to attack well even
after they chip it down for a turn or two.
Greater Vaal – 3
Kaboom. The probability that you break even on Immolate is roughly
11%. The probability you turn a profit is basically 72%, for 83% or 72% success
rate depending on how you think about it. That’s pretty good for rolling dice,
actually better than a single die roll. The thing is, the fact that this large
energy investment can fail coupled with the relatively rare amount of times
where such a big, splashy amount of damage is required often sidelines this
card. We’ll see why in a second.
Inferno Xyx – 3.5
Here’s why. The times where you need the huge hit of damage,
this thing will deliver 100% of the time. For one extra energy, you get three
more damage (not that there’s too big a difference between 12 and 15, but it
does matter occasionally. The support this needs is a target where tons of
damage actually matters.
Ithapher – 3
The fact that this doesn’t affect AOE spells and powers
hurts it quite a lot, as does the fact that a Cald engine already requires two
four-energy creatures to function so a third would make it unwieldy a lot of
the time.
Jakla Prowler – 1
A highly conditional region hoser? No thank you.
Karkik – 3
So many conditions to factor in before this works. Most of
the time the payoff isn’t very big anyway.
Kelthet – 3
Like with Fire Grag, I’m not sure what you’re trying to
accomplish with this guy, but you sure can make it big if you want to.
Krawg – 4
If this card were in a region that had higher energy on
their magi or liked to attack stuff more, we’d probably think it was busted. It
feels busted when Ashgar plays it. Overall, it’s just good.
Lava Aq – 2
The cost on Firestorm is huge. It requires you to play a
4-energy creature, spend 2 of its energy, and then discard one of your
creatures (it could just be the Lava Aq itself). For 3-4 energy, would you like
to deal 1 to everything on your opponent’s board? No? Poison Baloo Root does
almost the same thing? Look, I know you can boost this up. I know it hits their
magi too. It doesn’t do nothing, but it’s so bad.
Lava Arboll – 3
An Arbolit with a bit more oomph that doesn’t get better
because of incidental starting card-ness.
Lava Balamant – 3
It’s a creature that gets better when it attacks stuff.
Straightforward, boring, overall only played if one of your magi starts with
one.
Magma Hyren – 4
This hyren has legs. I don’t mean literally because who
would know? I just mean it does a lot of stuff in very similar vein to Flame
Rudwot. This card is just always value.
Magma Jile – 3
It’s fine. There’s nothing you can do to make your opponent
play into it. It’s hilarious against Bograth.
Magma Parmalag – 3.5
Making your whole team not lose energy in attacks is an
enormously powerful ability. Yes, the cost is high, but so is the potential
reward. In practice, you don’t see this played much because Cald Attack decks
hadn’t quite got there.
Primat – 2
Doesn’t do much, especially in a region that can deal one
damage basically at will.
Quor – 3.5
Surprisingly annoying. It needs support from a lot of cards
to really pack a punch (mostly just ways to grow it), but the chip damage adds
up.
Quor Pup – 2
On the other hand, when Quors are little, they don’t do
much. Moving the energy from your magi is a very inefficient way to grow a
creature, and the odds are not good that this survives to attack anyway.
Raxis – 4
In either mode, Shatterfire is a great deal. The fact that
your opponent gets to choose is a drawback, because they will choose whatever
is best for them, but this is repeatable until they kill your Raxis and you’re
not going to be sad in either case really. Just don’t plan your entire game on
the outcome of Shatterfire. Use it as incidental value. Also, if you need to
guarantee the relic destruction, just damage their magi first.
Rock Silth – 2.5
What Cald magi can actually play this card?
Saladarit – 3
Guard is a powerful defensive ability that your opponent can
play around 100% of the time by not attacking your thing or simply by killing
it with spells and powers. In practice, you probably don’t have time for this.
Silth Giant – 2.5
Swallow Whole is really neat, especially in light of this
mythical Cald Attack deck that never quite got there. Again, what Cald magi has
10 energy lying around to play this, even on the flip?
Smoke Xyx – 3.5
Very similar to Magma Parmalag but with a lower cost and a
smaller effect.
Spark Chogo – 4
Spark Chogo is a small energy investment that can trade up
most of the time and doesn’t need any help to do so. That’s a good card.
Vaal – 2.5
Yes, but when you attack with a 2-energy creature it’s not
all that threatening, even if your dude will survive.
Volcano Hyren – 3.5
I have such dreams of using Conflagration on this guy and
then lighting the world on fire with Valkan. Yes, that’s a combo. Mostly, this
is too much of an energy investment.
Yollum – 3
Powerful. Narrow.
Creatures: TLDR
5
Ergar
Giant Arboll
4
Braggle
Drakan
Ember Vard
Flambit
Flame Rudwot
Flame Trulb
Granas
Krawg
Magma Hyren
Raxis
Spark Chogo
3.5
Caldera Aq
Cinder Hyren
Diomant
Ember Hyren
Fire Chogo
Flame Hyren
Flame Jakla
Inferno Xyx
Magma Parmalag
Quor
Smoke Xyx
Volcano Hyren
3
Arbolit
Ash Hyren
Charg
Fire Grag
Firestorm Orish
Greater Vaal
Ithapher
Karkik
Kelthet
Lava Arboll
Lava Balamant
Magma Jile
Saladarit
Yollum
2.5
Coal Ergar
Diobor
Rock Silth
Silth Giant
Vaal
2
Lava Aq
Primat
Quor Pup
1
Jakla Prowler
Relics
Abraxin’s Crown – 4
This card is deceptively powerful. It basically allows
things that only hit magi to hit creatures and vice versa, which opens up a lot
more avenues of attack. The splashiest example is hitting a magi that has been
hoarding energy for 15-16 with Inferno Xyx, but there are a lot of others.
Barak’s Ring – 2
This is not one of the amazing Purity rings. If they had
made it a power so it could synergize with Scroll of Fire and what have you, it
would probably be good, but as is it limits your deck building in a big way
while not providing much of a benefit.
Blast Gloves – 3.5
This can sometimes be a very nice effect, and it’ll
certainly be providing a big energy advantage when you want it. I’ve found
though, that these situations are relatively rare.
Boomstick – 3
Starting: Ashgar. It kills stuff pretty dead, but costs too
much for most situations.
Disc of Inferno – 2.5
Highly conditional and somewhat costly.
Everburning Wick – 4
This card is neat in creature-light decks, where Really
Short Fuse will trigger a lot. Overall, you’re making a down payment of 2
energy to deal probably 6+ damage, so that rate is excellent. The drawback of
course is that it requires your opponent to play into it, which is very real.
Firefly Amulet – 3
I love this card. It turns any (Cald) card in your hand into
“0, Discard this: Deal 2 damage to a Creature”. It turns any Cald spell in your
hand into Firefly Swarm, which is a pretty nice little spell. Protecting your
creature engine has serious value and this card can help you do that, but it
doesn’t pack a lot of oomph.
Flameplate Armor – 3.5
While this card requires an expensive 2-energy payment and
your opponent can see it happening the entire time, this is some serious
protection. Cald magi already experience massive energy shortages much of the
time, and anything that prevents your opponent from exacerbating them is a good
tool to have access to.
Gorgle’s Glasses – 5
This is Cald’s best way to draw extra cards. While the 2
energy is an enormous cost for Cald magi, Pyrovision is quite an irreplaceable
ability.
Gorgle’s Ring – 3
50% chance for a bad outcome, 50% chance for a good one.
That’s not good enough. With Pyte and/or Loaded Dice it can be really fun.
You’re not spending any energy to do this.
Grega’s Ring – 3
Pretty much only sees play on Grega because she starts with
it, as it requires three activations before you’re ahead of simply playing the
Thermal Blast spell three times. I don’t think this card should cost 2 energy.
Probably only 1. It’s a repeatable damage source though.
Heat Lens – 3.5
Unlike other discard effects in the game, this one is hard
to remove because it’s on a relic. It’s also repeatable. It also lets you look
at their hand. Creature decks don’t want this as much because they’d rather
spend energy building their board than not affecting it at all. However,
creature-light spell decks love this card because it gives them game against
their biggest weakness by shutting down speedy threats like Warrior’s Boots
before they hit play.
Magam’s Ring – 4
Good protective card. 2 energy to re-play a 4-energy creature
is fantastic. Even a 3-energy creature is good. Just make sure you’ll turn a
profit on this and it’s pretty great. Also, it gives you one additional blocker
in front of your magi’s face.
Magma Armor – 2.5
You’re probably dying through this anyway. Ashgar variations
and Sinder, Apprentice appreciate this card though.
Molten Gauntlets – 1
Why does this cost 3? Also, there are plenty of games where
Heatstroke will never trigger. Also, it’s a nonbo with your own Giant Arboll.
Rod of Coals – 1
Cald has so many other efficient ways to do this, what are
you putting this in your deck for?
Scroll of Fire – 5
This is the best card in the entire region. Pyromancy
basically has the text: “Every card in your deck is now better at doing the
thing it does”.
Sinder’s Mantle – 3.5
Omen of Fire is insane. This is the biggest payoff for
playing a Cald deck that wants to attack things, and it is a very real payoff
at that. That said, the combination of the Burnout effect and the fact that
Cald Attack decks aren’t great (at least until Daybreak. I’ll do a Daybreak
review last) moves this card down to a 3.5.
The Last Words – 3.5
In days of yore, I thought this was a better Scroll of Fire.
Thankfully, the community turned me around on it. First of all, the 2 cost is
very real. Secondly, “Your Spells, Powers, and Effects can not discard energy
from opposing Magi” is a very detrimental text. It means that you have to
actually attack them to kill them, and so your deck must be set up in a very
specific way that allows you to do that. This version of Pyromancy is
undeniably powerful but also very limiting, and is probably best as a one-of or
in a very singular deck.
Relics: TLDR
5
Gorgle’s Glasses
Scroll of Fire
4
Abraxin’s Crown
Magam’s Ring
3.5
Blast Gloves
Flameplate Armor
Heat Lens
Sinder’s Mantle
The Last Words
3
Boomstick
Firefly Amulet
Gorgle’s Ring
Grega’s Ring
2.5
Disc of Inferno
Magma Armor
2
Barak’s Ring
1
Molten Gauntlets
Rod of Coals
Spells
Bombard – 2
Not good enough by itself at all. You’re actually losing
energy 50% of the time. Support synergies help this card more than others, but its
high cost and the fact you need the synergies in place in order to want to play
this means it’s just nowhere close to worth it.
Brushfire – 4
Every Cald deck should play at least one and probably two. The
ability to always have access to a Brushfire cannot be overstated. Again, Cald
is bad at drawing cards and you have to make the cards you do get go a long
way. This goes a really, really long way.
Crushing Heat – 4
Turning off magi and relic text is pretty dope. It’s a
Crushing spell in a region with direct damage synergies. You’ll want to play
this.
Fire Ball – 2
This is the baseline and it isn’t good. Crushing spells are a
1:1 rate but they have huge upside. This doesn’t, costs an entire card, isn’t
repeatable, and generally has no utility whatsoever beyond hitting magi. There
are countless other ways to do this for cheaper or better in Cald.
Fire Flow – 2
Moving the energy from your magi means this is energy disadvantage. I can’t come up with a
scenario where that rate of return is worth it. Perhaps the combo players in
the community have found one. If so: tell me about it!
Firefly Swarm – 3
I love this card too. It’s fun and has a unique effect. It’s
just not incredible at anything.
Flame Control – 3.5
Here’s a combo card if I’ve ever seen one. I’m rating it at
a 3.5 because I’m certain someone has done something nutso with it but I don’t
know what or who.
Flame Geyser – 3
Really only sees play on Ashgar because it’s too expensive
and basically kills you when you cast it. This is how you transition from
Ashgar into your next magi when you’re done with him.
Flame Spurt – 2.5
I mean it discourages things from attacking you but not by a
whole lot.
Gorgle’s Gift – 4
This card is great. As with all the Gift spells, you want to
find ways to turn the creature bounce into an advantage. In this case, you get
to save a low-energy, high-value creature, such as a Giant Arboll after it has
used Healing Flame, for another use. You can also just bounce your Arbolit over
and over because everyone starts with that guy.
Lava Blast – 2.5
Really only interesting in multiplayer… which no one plays.
I used to play multiplayer a lot, and it’s quite fun actually. In one-v-one
games, this does slightly more than nothing.
Lava Flow – 2
It’s a Fire Ball that can kill Burrowed creatures instead of
hitting magi. It can’t kill a Granas though.
Searing Touch – 3
You need four creatures out, then a relic (preferably one
that costs zero) to make this truly worth it. Even when you have these
conditions met, the payoff isn’t that big. I think it’s cool and fun but not
more than that.
Singed Pride – 3
This is a funny card that they can and will play around but it’s
fun and can punish people for good play.
Spark – 2.5
This is a 2-for-3. Meh.
Spirit of Cald – 2.5
This ability costs you two cards and the price of including
this in your deck. They just killed you. They don’t have to play a lot of
creatures to their field, and this will therefore probably not be that good.
Spirit of the Flame – 3
It combos with Nara. That means you have to play Nara. It
also puts Cald creatures into your discard pile for Cinder Hyren or whatever
other shenanigans. Mostly, cards in Cald are not so easy to come by that you
can afford to spend them in this manner.
Sulfurous Spirit – 3
At its best this is a 2-for-4, which is good. Sometimes you
can’t play it because the cost is prohibitive.
Syphon Vortex – 5
If you’re playing this card straight-up, it’s fine but not
amazing. This is the only Cald spell that you can regularly do silly broken
stuff with. That high power ceiling makes it the best Cald spell.
Thermal Blast – 3.5
You break even 67% of the time just on spec and there are a
lot of ways to make it better than that. Both high- and low-rolls with this
card can be game-breaking.
Wildfire – 3.5
Here’s your big AOE spell. It needs a minimum of three enemy
creatures but that’s a relatively low bar a lot of the time. With support it
does really shine. As opposed to Flame Geyser which kills you too.
Spells: TLDR
5
Syphon Vortex
4
Brushfire
Crushing Heat
Gorgle’s Gift
3.5
Flame Control
Thermal Blast
Wildfire
3
Firefly Swarm
Flame Geyser
Searing Touch
Singed Pride
Spirit of the Flame
Sulfurous Spirit
2.5
Flame Spurt
Lava Blast
Spark
Spirit of Cald
2
Bombard
Fire Ball
Fire Flow
Lava Flow
1
N/A
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