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The Flame Sovereign

Pyromancer

Glass-cannon caster who burns everything down.

Starting HP
72
Energy
3
Cards
71
Upgrade choices
81
Wizard in a pointed hat and dark ember-trimmed robes holding a flame in one hand and a sword in the other.

Your class passive

Every enemy starts a fight Burning 1, and Burning on enemies never fades. At 3 or more it Ignites for double at the start of your turn.

This stays with you whichever mastery you choose.

Starting deck

Before mastery swaps. Each path below replaces specific copies.

Three ways to play Pyromancer

Mastery choice opens after your first run, won or lost. Choose one before setting out: keep your class passive, gain a perk and change your starting cards. Class rewards lean toward your path, with extra weight for its signature card.

Kindling mastery icon

Recommended first path

Kindling

Your first Attack each turn also applies Burning 2 to its target.

Your first saga: fire that never goes out.

Starting swaps

Starting weapon: Ember Focus

Reward focus: fire / burning

Signature reward: Fire Mastery

Cinderheart mastery icon

Mastery path

Cinderheart

Seared enemies take 4 more from your spells.

If you like setting up one big target.

Starting swaps

Starting weapon: Ashwood Staff

Reward focus: seared / spells

Signature reward: Focus Mastery

Ashwalker mastery icon

Mastery path

Ashwalker

Your first spell each turn costs 1 less while you have no guard.

Glass-cannon players who would rather strike than block.

Starting swaps

Starting weapon: Ember Grimoire

Reward focus: tempo / glass

Signature reward: Ascetic

A signature is a reward-pool card, not an extra card automatically added to your starting deck.

See the Pyromancer's cards in action

Watch Every Pyromancer Card in Tarnished Crown: Ascent on YouTube

Read Seventy-One Ways to Start a Fire →

The Pyromancer card catalogue

Select a card to see it full size, or open its upgrades to compare every branch. Costs and effects shown here are before runes, equipment and combat modifiers. Filters match both base cards and their upgrades.

How card sets unlock

Your starting pool is available immediately. Win with Pyromancer to open each set for this class:

  • Set 1: win on Fair Winds.
  • Set 2: win on Storm Tide.
  • Set 3: win on Wolf Age.

A card claimed as a trophy can unlock early. Settings > Gameplay > Show all cards opens the card pools without unlocking difficulty tiers.

Starter cards and generated cards are labelled separately from reward cards. Sea, island and faction cards can also join your deck; this catalogue covers the Pyromancer's own cards.

71 cards

Ascetic: Rite, uncommon, 1 energy. Unique. If you have no guard at the start of your turn, gain 2 Spell Power this turn and draw 1. Echo: Draw a card.

Ascetic

1 energy · Rite

Unique. If you have no guard at the start of your turn, gain 2 Spell Power this turn and draw 1. Echo: Draw a card.

Self

Unique

Starting pool

Signature reward: Ashwalker.

Compare upgrade

Upgrade

Ascetic+: Rite, uncommon, 1 energy. Unique. If you have no guard at the start of your turn, gain 3 Spell Power this turn and draw 1. Echo: Draw a card.

Ascetic+

1 energy · Rite

Unique. If you have no guard at the start of your turn, gain 3 Spell Power this turn and draw 1. Echo: Draw a card.

Self

Unique

Ash Step: Tactic, basic, 0 energy. Draw 1. Spend.

Ash Step

0 energy · Tactic

Draw 1. Spend.

Self

Spend

Starter card

Starter swap: Ashwalker.

Compare upgrade

Upgrade

Ash Step+: Tactic, basic, 0 energy. Draw 2. Spend.

Ash Step+

0 energy · Tactic

Draw 2. Spend.

Self

Spend

Ashen Shield: Tactic, common, 1 energy. Gain 8 guard. Keep.

Ashen Shield

1 energy · Tactic

Gain 8 guard. Keep.

Self

Keep

Starting pool

Compare upgrade

Upgrade

Ashen Shield+: Tactic, common, 1 energy. Gain 11 guard. Keep.

Ashen Shield+

1 energy · Tactic

Gain 11 guard. Keep.

Self

Keep

Ashen Veil: Tactic, uncommon, 2 energy. Gain 12 guard.

Ashen Veil

2 energy · Tactic

Gain 12 guard.

Self

Starting pool

Compare upgrade

Upgrade

Ashen Veil+: Tactic, uncommon, 2 energy. Gain 16 guard.

Ashen Veil+

2 energy · Tactic

Gain 16 guard.

Self

Backdraft: Tactic, rare, 1 energy. Double the Burning on an enemy.

Backdraft

1 energy · Tactic

Double the Burning on an enemy.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Backdraft+: Tactic, rare, 1 energy. Double the Burning on an enemy. Draw 1.

Backdraft+

1 energy · Tactic

Double the Burning on an enemy. Draw 1.

Enemy · Reach

Backdraft Burst: Attack, common, 1 energy. Deal 7 damage. If you were attacked last turn, Burning 2.

Backdraft Burst

1 energy · Attack

Deal 7 damage. If you were attacked last turn, Burning 2.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Backdraft Burst+: Attack, common, 1 energy. Deal 10 damage. If you were attacked last turn, Burning 2.

Backdraft Burst+

1 energy · Attack

Deal 10 damage. If you were attacked last turn, Burning 2.

Enemy · Reach

Balefire: Attack, uncommon, 2 energy. Deal 6 damage to ALL enemies, +2 per Burning stack on each (max +10).

Balefire

2 energy · Attack

Deal 6 damage to ALL enemies, +2 per Burning stack on each (max +10).

No target selection

Set 1

Compare upgrade

Upgrade

Balefire+: Attack, uncommon, 2 energy. Deal 9 damage to ALL enemies, +2 per Burning stack on each (max +10).

Balefire+

2 energy · Attack

Deal 9 damage to ALL enemies, +2 per Burning stack on each (max +10).

No target selection

Book Mastery: Rite, uncommon, 2 energy. Unique. Gain 1 extra energy each turn. Draw 1 less. Echo: Draw a card.

Book Mastery

2 energy · Rite

Unique. Gain 1 extra energy each turn. Draw 1 less. Echo: Draw a card.

Self

Unique

Set 1

Compare upgrade

Upgrade

Book Mastery+: Rite, uncommon, 1 energy. Unique. Gain 1 extra energy each turn. Draw 1 less. Echo: Draw a card.

Book Mastery+

1 energy · Rite

Unique. Gain 1 extra energy each turn. Draw 1 less. Echo: Draw a card.

Self

Unique

Cauterize: Tactic, uncommon, 1 energy. Cleanse Bleed and Venom. Heal 8. Spend.

Cauterize

1 energy · Tactic

Cleanse Bleed and Venom. Heal 8. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Ashen Barrier: Tactic, uncommon, 1 energy. Cleanse Bleed and Venom. Heal 8. Gain 10 guard. Spend.

Ashen Barrier

1 energy · Tactic

Cleanse Bleed and Venom. Heal 8. Gain 10 guard. Spend.

Self

Spend

Branch B

Heat Haze: Rite, uncommon, 1 energy. While any enemy is Burning, take 2 less damage from attacks.

Heat Haze

1 energy · Rite

While any enemy is Burning, take 2 less damage from attacks.

Self

Char: Attack, common, 1 energy. Deal 4 damage to ALL enemies. Burning enemies gain Burning 1.

Char

1 energy · Attack

Deal 4 damage to ALL enemies. Burning enemies gain Burning 1.

No target selection

Starting pool

Compare upgrade

Upgrade

Char+: Attack, common, 1 energy. Deal 7 damage to ALL enemies. Burning enemies gain Burning 1.

Char+

1 energy · Attack

Deal 7 damage to ALL enemies. Burning enemies gain Burning 1.

No target selection

Cinder Step: Tactic, common, 1 energy. Gain 4 guard. Enemies that attack you this turn gain Burning 1.

Cinder Step

1 energy · Tactic

Gain 4 guard. Enemies that attack you this turn gain Burning 1.

Self

Starting pool

Compare upgrade

Upgrade

Cinder Step+: Tactic, common, 1 energy. Gain 7 guard. Enemies that attack you this turn gain Burning 1.

Cinder Step+

1 energy · Tactic

Gain 7 guard. Enemies that attack you this turn gain Burning 1.

Self

Cinder Storm: Attack, rare, 2 energy. Deal 4 damage and Burning 1 to a random enemy, 4 times.

Cinder Storm

2 energy · Attack

Deal 4 damage and Burning 1 to a random enemy, 4 times.

No target selection

Starting pool

Compare upgrade

Upgrade

Cinder Storm+: Attack, rare, 2 energy. Deal 5 damage and Burning 1 to a random enemy, 4 times.

Cinder Storm+

2 energy · Attack

Deal 5 damage and Burning 1 to a random enemy, 4 times.

No target selection

Cinders: Rite, uncommon, 1 energy. When an enemy dies, ALL other enemies gain Burning 2.

Cinders

1 energy · Rite

When an enemy dies, ALL other enemies gain Burning 2.

Self

Set 1

Compare upgrade

Upgrade

Cinders+: Rite, uncommon, 1 energy. When an enemy dies, ALL other enemies gain Burning 3.

Cinders+

1 energy · Rite

When an enemy dies, ALL other enemies gain Burning 3.

Self

Combustion: Attack, uncommon, 2 energy. Ignite every enemy at 3+ Burning, then consume ALL Burning: 3 damage per stack. Spend.

Combustion

2 energy · Attack

Ignite every enemy at 3+ Burning, then consume ALL Burning: 3 damage per stack. Spend.

No target selection

Spend

Set 2

Compare 2 upgrades

Branch A

Wildfire Combustion: Attack, uncommon, 2 energy. Ignite and consume ALL Burning: 3 per stack. Enemies killed spread Burning 2 to the rest. Spend.

Wildfire Combustion

2 energy · Attack

Ignite and consume ALL Burning: 3 per stack. Enemies killed spread Burning 2 to the rest. Spend.

No target selection

Spend

Branch B

Detonation: Attack, uncommon, 2 energy. Ignite, then consume half of each enemy's Burning: 6 damage per stack. Spend.

Detonation

2 energy · Attack

Ignite, then consume half of each enemy's Burning: 6 damage per stack. Spend.

No target selection

Spend

Cone of Fire: Attack, common, 1 energy. Deal 2 damage to ALL enemies 3 times. Each hit applies Burning 1 to a random enemy.

Cone of Fire

1 energy · Attack

Deal 2 damage to ALL enemies 3 times. Each hit applies Burning 1 to a random enemy.

No target selection

Starting pool

Compare 2 upgrades

Branch A

Focused Jet: Attack, common, 1 energy. Deal 4 damage 3 times. Each hit applies Burning 1.

Focused Jet

1 energy · Attack

Deal 4 damage 3 times. Each hit applies Burning 1.

Enemy

Branch B

Wide Flame: Attack, common, 1 energy. Deal 2 damage to ALL enemies 3 times. Each hit applies Burning 1 to ALL enemies.

Wide Flame

1 energy · Attack

Deal 2 damage to ALL enemies 3 times. Each hit applies Burning 1 to ALL enemies.

No target selection

Conflagrant Pulse: Tactic, uncommon, 1 energy. Every enemy at 3+ Burning Ignites now.

Conflagrant Pulse

1 energy · Tactic

Every enemy at 3+ Burning Ignites now.

No target selection

Set 2

Compare upgrade

Upgrade

Conflagrant Pulse+: Tactic, uncommon, 0 energy. Every enemy at 3+ Burning Ignites now.

Conflagrant Pulse+

0 energy · Tactic

Every enemy at 3+ Burning Ignites now.

No target selection

Detonation: Attack, rare, 1 energy. Consume up to 5 Burning on an enemy: 4 damage per stack.

Detonation

1 energy · Attack

Consume up to 5 Burning on an enemy: 4 damage per stack.

Enemy · Reach

Set 1

Compare upgrade

Upgrade

Detonation+: Attack, rare, 1 energy. Consume up to 5 Burning on an enemy: 6 damage per stack.

Detonation+

1 energy · Attack

Consume up to 5 Burning on an enemy: 6 damage per stack.

Enemy · Reach

Ember Attunement: Tactic, common, 0 energy. Gain 1 energy next turn. Spend.

Ember Attunement

0 energy · Tactic

Gain 1 energy next turn. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Ember Attunement+: Tactic, common, 0 energy. Gain 1 energy next turn.

Ember Attunement+

0 energy · Tactic

Gain 1 energy next turn.

Self

Ember Lash: Attack, uncommon, 1 energy. Deal 5 damage. Apply Burning 2.

Ember Lash

1 energy · Attack

Deal 5 damage. Apply Burning 2.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Ember Lash+: Attack, uncommon, 1 energy. Deal 8 damage. Apply Burning 3.

Ember Lash+

1 energy · Attack

Deal 8 damage. Apply Burning 3.

Enemy · Reach

Ember Veil: Tactic, basic, 1 energy. Gain 5 guard.

Ember Veil

1 energy · Tactic

Gain 5 guard.

Self

Starter card

3 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Ember Veil+: Tactic, basic, 1 energy. Gain 9 guard.

Ember Veil+

1 energy · Tactic

Gain 9 guard.

Self

Ember Ward: Tactic, common, 1 energy. Gain 5 guard. Take 20% less damage this turn.

Ember Ward

1 energy · Tactic

Gain 5 guard. Take 20% less damage this turn.

Self

Starting pool

Compare upgrade

Upgrade

Ember Ward+: Tactic, common, 1 energy. Gain 8 guard. Take 20% less damage this turn.

Ember Ward+

1 energy · Tactic

Gain 8 guard. Take 20% less damage this turn.

Self

Ember Ward: Rite, uncommon, 2 energy. Take 20% less damage. Enemies that attack you gain Burning 1.

Ember Ward

2 energy · Rite

Take 20% less damage. Enemies that attack you gain Burning 1.

Self

Starting pool

Compare 2 upgrades

Branch A

Shared Flame: Rite, uncommon, 2 energy. Take 20% less damage. Attackers gain Burning 1. Heal 2 each turn.

Shared Flame

2 energy · Rite

Take 20% less damage. Attackers gain Burning 1. Heal 2 each turn.

Self

Branch B

Everburning Ward: Rite, uncommon, 1 energy. Take 20% less damage. Enemies that attack you gain Burning 1.

Everburning Ward

1 energy · Rite

Take 20% less damage. Enemies that attack you gain Burning 1.

Self

Embers in the Wind: Tactic, uncommon, 0 energy. Apply Burning 1 to ALL enemies. Spend.

Embers in the Wind

0 energy · Tactic

Apply Burning 1 to ALL enemies. Spend.

No target selection

Spend

Starting pool

Compare upgrade

Upgrade

Embers in the Wind+: Tactic, uncommon, 0 energy. Apply Burning 2 to ALL enemies. Spend.

Embers in the Wind+

0 energy · Tactic

Apply Burning 2 to ALL enemies. Spend.

No target selection

Spend

Everburning: Rite, rare, 3 energy. Unique. Ignite no longer consumes Burning. Whenever an enemy Ignites, gain 1 energy next turn. Echo: ALL enemies gain Burning 1.

Everburning

3 energy · Rite

Unique. Ignite no longer consumes Burning. Whenever an enemy Ignites, gain 1 energy next turn. Echo: ALL enemies gain Burning 1.

Self

Unique

Set 3

Compare 2 upgrades

Branch A

Everburning Cinders: Rite, rare, 3 energy. Unique. Ignite no longer consumes Burning. Ignites give 1 energy next turn. When an enemy dies, others gain Burning 2. Echo: ALL enemies gain Burning 1.

Everburning Cinders

3 energy · Rite

Unique. Ignite no longer consumes Burning. Ignites give 1 energy next turn. When an enemy dies, others gain Burning 2. Echo: ALL enemies gain Burning 1.

Self

Unique

Branch B

Firestorm: Rite, rare, 3 energy. Unique. Ignite no longer consumes Burning. Ignites give 1 energy next turn and deal 3x Burning. Echo: ALL enemies gain Burning 1.

Firestorm

3 energy · Rite

Unique. Ignite no longer consumes Burning. Ignites give 1 energy next turn and deal 3x Burning. Echo: ALL enemies gain Burning 1.

Self

Unique

Fan the Embers: Tactic, common, 1 energy. Double the Burning on an enemy (max +4). Spend.

Fan the Embers

1 energy · Tactic

Double the Burning on an enemy (max +4). Spend.

Enemy · Reach

Spend

Set 1

Compare upgrade

Upgrade

Fan the Embers+: Tactic, common, 1 energy. Double the Burning on an enemy (max +6). Spend.

Fan the Embers+

1 energy · Tactic

Double the Burning on an enemy (max +6). Spend.

Enemy · Reach

Spend

Fan the Flames: Attack, uncommon, 1 energy. Deal 6 damage, 4 more for each Attack your allies played this round.

Fan the Flames

1 energy · Attack

Deal 6 damage, 4 more for each Attack your allies played this round.

Enemy · Reach

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Fan the Flames+: Attack, uncommon, 1 energy. Deal 8 damage, 5 more for each Attack your allies played this round.

Fan the Flames+

1 energy · Attack

Deal 8 damage, 5 more for each Attack your allies played this round.

Enemy · Reach

Fire Mastery: Rite, uncommon, 1 energy. Burning you apply is +1.

Fire Mastery

1 energy · Rite

Burning you apply is +1.

Self

Starting pool

Signature reward: Kindling.

Compare upgrade

Upgrade

Fire Mastery+: Rite, uncommon, 0 energy. Burning you apply is +1.

Fire Mastery+

0 energy · Rite

Burning you apply is +1.

Self

Fire Shield: Tactic, uncommon, 2 energy. Gain 14 guard. Attackers gain Burning 1 this turn.

Fire Shield

2 energy · Tactic

Gain 14 guard. Attackers gain Burning 1 this turn.

Self

Starting pool

Compare upgrade

Upgrade

Fire Shield+: Tactic, uncommon, 2 energy. Gain 18 guard. Attackers gain Burning 1 this turn.

Fire Shield+

2 energy · Tactic

Gain 18 guard. Attackers gain Burning 1 this turn.

Self

Fire Wall: Rite, uncommon, 2 energy. For 3 turns, at the end of your turn ALL enemies take 3 damage and Burning 1.

Fire Wall

2 energy · Rite

For 3 turns, at the end of your turn ALL enemies take 3 damage and Burning 1.

Self

Starting pool

Compare 2 upgrades

Branch A

Wall of Embers: Rite, uncommon, 2 energy. For 4 turns, at the end of your turn ALL enemies take 3 damage, Burning 1 and lose their guard.

Wall of Embers

2 energy · Rite

For 4 turns, at the end of your turn ALL enemies take 3 damage, Burning 1 and lose their guard.

Self

Branch B

Rolling Flame: Rite, uncommon, 2 energy. For 3 turns, at the end of your turn ALL enemies take 3 damage (+2 per turn) and Burning 1.

Rolling Flame

2 energy · Rite

For 3 turns, at the end of your turn ALL enemies take 3 damage (+2 per turn) and Burning 1.

Self

Fireball: Attack, common, 2 energy. Deal 9 damage and Burning 2. Other enemies take 4 and Burning 1.

Fireball

2 energy · Attack

Deal 9 damage and Burning 2. Other enemies take 4 and Burning 1.

Enemy · Reach

Starting pool

Compare 2 upgrades

Branch A

Impact Fireball: Attack, common, 2 energy. Deal 9 damage, Burning 2, Shaken 1 and remove the target's guard. Others take 4 and Burning 1.

Impact Fireball

2 energy · Attack

Deal 9 damage, Burning 2, Shaken 1 and remove the target's guard. Others take 4 and Burning 1.

Enemy · Reach

Branch B

Fragmenting Fireball: Attack, common, 2 energy. Deal 9 damage and Burning 2. Then 3 bolts: 3 damage and Burning 1 to random enemies.

Fragmenting Fireball

2 energy · Attack

Deal 9 damage and Burning 2. Then 3 bolts: 3 damage and Burning 1 to random enemies.

Enemy · Reach

Firebolt: Attack, basic, 1 energy. Deal 5 damage. Apply Burning 1.

Firebolt

1 energy · Attack

Deal 5 damage. Apply Burning 1.

Enemy · Reach

Starter card

3 in the starting deck before mastery swaps.

Compare 2 upgrades

Branch A

Kindling Bolt: Attack, basic, 1 energy. Deal 3 damage. Apply Burning 2.

Kindling Bolt

1 energy · Attack

Deal 3 damage. Apply Burning 2.

Enemy · Reach

Branch B

Searing Bolt: Attack, basic, 1 energy. Deal 9 damage.

Searing Bolt

1 energy · Attack

Deal 9 damage.

Enemy · Reach

Firestorm Channel: Tactic, uncommon, 2 energy. This turn, Burning you apply is doubled. Spend.

Firestorm Channel

2 energy · Tactic

This turn, Burning you apply is doubled. Spend.

Self

Spend

Set 2

Compare upgrade

Upgrade

Firestorm Channel+: Tactic, uncommon, 1 energy. This turn, Burning you apply is doubled. Spend.

Firestorm Channel+

1 energy · Tactic

This turn, Burning you apply is doubled. Spend.

Self

Spend

Flame Ward: Tactic, uncommon, 1 energy. Gain 7 guard. Enemies that attack you this turn gain Burning 1.

Flame Ward

1 energy · Tactic

Gain 7 guard. Enemies that attack you this turn gain Burning 1.

Self

Starting pool

Compare upgrade

Upgrade

Flame Ward+: Tactic, uncommon, 1 energy. Gain 10 guard. Enemies that attack you this turn gain Burning 2.

Flame Ward+

1 energy · Tactic

Gain 10 guard. Enemies that attack you this turn gain Burning 2.

Self

Flare: Attack, common, 1 energy. Deal 7 damage. If the target is Burning, 10 instead.

Flare

1 energy · Attack

Deal 7 damage. If the target is Burning, 10 instead.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Flare+: Attack, common, 1 energy. Deal 10 damage. If the target is Burning, 14 instead.

Flare+

1 energy · Attack

Deal 10 damage. If the target is Burning, 14 instead.

Enemy · Reach

Focus: Tactic, common, 1 energy. Gain 1 Spell Power this fight (spells deal +1).

Focus

1 energy · Tactic

Gain 1 Spell Power this fight (spells deal +1).

Self

Starting pool

Compare upgrade

Upgrade

Focus+: Tactic, common, 0 energy. Gain 1 Spell Power this fight (spells deal +1).

Focus+

0 energy · Tactic

Gain 1 Spell Power this fight (spells deal +1).

Self

Focus Mastery: Rite, uncommon, 2 energy. Gain 3 Spell Power.

Focus Mastery

2 energy · Rite

Gain 3 Spell Power.

Self

Starting pool

Signature reward: Cinderheart.

Compare upgrade

Upgrade

Focus Mastery+: Rite, uncommon, 1 energy. Gain 3 Spell Power.

Focus Mastery+

1 energy · Rite

Gain 3 Spell Power.

Self

Fragmentation: Attack, uncommon, 1 energy. Deal 3 damage and Burning 1 to 3 random enemies.

Fragmentation

1 energy · Attack

Deal 3 damage and Burning 1 to 3 random enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Fragmentation+: Attack, uncommon, 1 energy. Deal 5 damage and Burning 1 to 3 random enemies.

Fragmentation+

1 energy · Attack

Deal 5 damage and Burning 1 to 3 random enemies.

No target selection

Heat Shimmer: Tactic, common, 1 energy. Gain 6 guard, +2 per Burning enemy (max +6).

Heat Shimmer

1 energy · Tactic

Gain 6 guard, +2 per Burning enemy (max +6).

Self

Starting pool

Compare upgrade

Upgrade

Heat Shimmer+: Tactic, common, 1 energy. Gain 8 guard, +2 per Burning enemy (max +6).

Heat Shimmer+

1 energy · Tactic

Gain 8 guard, +2 per Burning enemy (max +6).

Self

Heat Shimmer: Tactic, basic, 1 energy. Gain 4 guard, +2 per Burning enemy (max +4).

Heat Shimmer

1 energy · Tactic

Gain 4 guard, +2 per Burning enemy (max +4).

Self

Starter card

Starter swap: Kindling.

Compare upgrade

Upgrade

Heat Shimmer+: Tactic, basic, 1 energy. Gain 6 guard, +2 per Burning enemy (max +6).

Heat Shimmer+

1 energy · Tactic

Gain 6 guard, +2 per Burning enemy (max +6).

Self

Heat Sink: Tactic, uncommon, 1 energy. Draw 2. Gain 1 Spell Power this turn.

Heat Sink

1 energy · Tactic

Draw 2. Gain 1 Spell Power this turn.

Self

Starting pool

Compare upgrade

Upgrade

Heat Sink+: Tactic, uncommon, 1 energy. Draw 3. Gain 1 Spell Power this turn.

Heat Sink+

1 energy · Tactic

Draw 3. Gain 1 Spell Power this turn.

Self

Immolate: Rite, uncommon, 1 energy. At the start of your turn ALL enemies gain Burning 1.

Immolate

1 energy · Rite

At the start of your turn ALL enemies gain Burning 1.

Self

Starting pool

Compare 2 upgrades

Branch A

Burning Aura: Rite, uncommon, 1 energy. At the start of your turn ALL enemies gain Burning 2. Enemies that attack you gain Burning 1.

Burning Aura

1 energy · Rite

At the start of your turn ALL enemies gain Burning 2. Enemies that attack you gain Burning 1.

Self

Branch B

Backdraft: Rite, uncommon, 1 energy. At the start of your turn ALL enemies gain Burning 1. Enemies that attack you take 4 and gain Burning 2.

Backdraft

1 energy · Rite

At the start of your turn ALL enemies gain Burning 1. Enemies that attack you take 4 and gain Burning 2.

Self

Impact: Tactic, rare, 1 energy. Interrupt an enemy's tell this turn. Apply Burning 2. Spend.

Impact

1 energy · Tactic

Interrupt an enemy's tell this turn. Apply Burning 2. Spend.

Enemy · Reach

Spend

Starting pool

Compare upgrade

Upgrade

Impact+: Tactic, rare, 1 energy. Interrupt an enemy's tell this turn. Apply Burning 2.

Impact+

1 energy · Tactic

Interrupt an enemy's tell this turn. Apply Burning 2.

Enemy · Reach

Kindle: Tactic, common, 0 energy. Apply Burning 1. Spend.

Kindle

0 energy · Tactic

Apply Burning 1. Spend.

Enemy · Reach

Spend

Starting pool

2 in the starting deck before mastery swaps.

Compare upgrade

Upgrade

Kindle+: Tactic, common, 0 energy. Apply Burning 2. Spend.

Kindle+

0 energy · Tactic

Apply Burning 2. Spend.

Enemy · Reach

Spend

Kindle Strike: Attack, basic, 1 energy. Deal 5 spell damage. Apply Seared 2.

Kindle Strike

1 energy · Attack

Deal 5 spell damage. Apply Seared 2.

Enemy · Reach

Starter card

Starter swap: Cinderheart.

Compare upgrade

Upgrade

Kindle Strike+: Attack, basic, 1 energy. Deal 7 spell damage. Apply Seared 3.

Kindle Strike+

1 energy · Attack

Deal 7 spell damage. Apply Seared 3.

Enemy · Reach

Kindling Wave: Attack, uncommon, 1 energy. Deal 3 damage to ALL enemies. Apply Burning 1 to each.

Kindling Wave

1 energy · Attack

Deal 3 damage to ALL enemies. Apply Burning 1 to each.

No target selection

Starting pool

Compare upgrade

Upgrade

Kindling Wave+: Attack, uncommon, 1 energy. Deal 6 damage to ALL enemies. Apply Burning 1 to each.

Kindling Wave+

1 energy · Attack

Deal 6 damage to ALL enemies. Apply Burning 1 to each.

No target selection

Living Flame: Rite, rare, 3 energy. At the start of your turn, ALL enemies gain Burning 2.

Living Flame

3 energy · Rite

At the start of your turn, ALL enemies gain Burning 2.

Self

Set 3

Compare upgrade

Upgrade

Living Flame+: Rite, rare, 3 energy. At the start of your turn, ALL enemies gain Burning 3.

Living Flame+

3 energy · Rite

At the start of your turn, ALL enemies gain Burning 3.

Self

Mage Armour: Rite, uncommon, 1 energy. At the start of your turn gain 3 guard, +3 if you were attacked last turn.

Mage Armour

1 energy · Rite

At the start of your turn gain 3 guard, +3 if you were attacked last turn.

Self

Starting pool

Compare upgrade

Upgrade

Mage Armour+: Rite, uncommon, 1 energy. At the start of your turn gain 4 guard, +4 if you were attacked last turn.

Mage Armour+

1 energy · Rite

At the start of your turn gain 4 guard, +4 if you were attacked last turn.

Self

Meteor Shard: Attack, uncommon, 1 energy. Next turn: 18 damage and Burning 3 to a random enemy. Spend.

Meteor Shard

1 energy · Attack

Next turn: 18 damage and Burning 3 to a random enemy. Spend.

Self

Spend

Set 3

Compare upgrade

Upgrade

Meteor Shard+: Attack, uncommon, 1 energy. Next turn: 24 damage and Burning 3 to a random enemy. Spend.

Meteor Shard+

1 energy · Attack

Next turn: 24 damage and Burning 3 to a random enemy. Spend.

Self

Spend

Molten Core: Rite, uncommon, 2 energy. Gain 2 Spell Power.

Molten Core

2 energy · Rite

Gain 2 Spell Power.

Self

Starting pool

Compare upgrade

Upgrade

Molten Core+: Rite, uncommon, 2 energy. Gain 3 Spell Power.

Molten Core+

2 energy · Rite

Gain 3 Spell Power.

Self

Oil the Blades: Tactic, uncommon, 1 energy. Each ally's next Attack this round applies Seared 2 to what it hits.

Oil the Blades

1 energy · Tactic

Each ally's next Attack this round applies Seared 2 to what it hits.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Oil the Blades+: Tactic, uncommon, 0 energy. Each ally's next Attack this round applies Seared 3 to what it hits.

Oil the Blades+

0 energy · Tactic

Each ally's next Attack this round applies Seared 3 to what it hits.

Self

Open Book: Tactic, common, 1 energy. Draw 2.

Open Book

1 energy · Tactic

Draw 2.

Self

Starting pool

Compare upgrade

Upgrade

Open Book+: Tactic, common, 1 energy. Draw 3.

Open Book+

1 energy · Tactic

Draw 3.

Self

Phoenix Flame: Tactic, rare, 2 energy. Heal 15% of max HP. ALL enemies gain Burning 3. Spend.

Phoenix Flame

2 energy · Tactic

Heal 15% of max HP. ALL enemies gain Burning 3. Spend.

Self

Spend

Starting pool

Compare upgrade

Upgrade

Phoenix Flame+: Tactic, rare, 2 energy. Heal 25% of max HP. ALL enemies gain Burning 3. Spend.

Phoenix Flame+

2 energy · Tactic

Heal 25% of max HP. ALL enemies gain Burning 3. Spend.

Self

Spend

Phoenix Pact: Rite, rare, 2 energy. Unique. The first time you would die this fight, stay at 1 HP and ALL enemies gain Burning 5. Echo: Heal 5.

Phoenix Pact

2 energy · Rite

Unique. The first time you would die this fight, stay at 1 HP and ALL enemies gain Burning 5. Echo: Heal 5.

Self

Unique

Set 2

Compare upgrade

Upgrade

Phoenix Pact+: Rite, rare, 2 energy. Unique. The first time you would die this fight, stay at 1 HP, heal 10 and ALL enemies gain Burning 5. Echo: Heal 5.

Phoenix Pact+

2 energy · Rite

Unique. The first time you would die this fight, stay at 1 HP, heal 10 and ALL enemies gain Burning 5. Echo: Heal 5.

Self

Unique

Pyroclasm: Attack, uncommon, 2 energy. Deal 10 damage to ALL enemies. Apply Burning 1 to each.

Pyroclasm

2 energy · Attack

Deal 10 damage to ALL enemies. Apply Burning 1 to each.

No target selection

Starting pool

Compare upgrade

Upgrade

Pyroclasm+: Attack, uncommon, 2 energy. Deal 13 damage to ALL enemies. Apply Burning 2 to each.

Pyroclasm+

2 energy · Attack

Deal 13 damage to ALL enemies. Apply Burning 2 to each.

No target selection

Ravening Flame: Rite, rare, 3 energy. Unique. Enemies Ignite at 2 Burning instead of 3. Echo: The most-Burning enemy Ignites now (none burning: a random enemy gains Burning 2).

Ravening Flame

3 energy · Rite

Unique. Enemies Ignite at 2 Burning instead of 3. Echo: The most-Burning enemy Ignites now (none burning: a random enemy gains Burning 2).

Self

Unique

Set 3

Compare upgrade

Upgrade

Ravening Flame+: Rite, rare, 2 energy. Unique. Enemies Ignite at 2 Burning instead of 3. Echo: The most-Burning enemy Ignites now (none burning: a random enemy gains Burning 2).

Ravening Flame+

2 energy · Rite

Unique. Enemies Ignite at 2 Burning instead of 3. Echo: The most-Burning enemy Ignites now (none burning: a random enemy gains Burning 2).

Self

Unique

Reaching Fire: Rite, uncommon, 1 energy. Your first spell each turn against a back-row enemy deals 4 more.

Reaching Fire

1 energy · Rite

Your first spell each turn against a back-row enemy deals 4 more.

Self

Set 1

Compare upgrade

Upgrade

Reaching Fire+: Rite, uncommon, 1 energy. Your first spell each turn against a back-row enemy deals 7 more.

Reaching Fire+

1 energy · Rite

Your first spell each turn against a back-row enemy deals 7 more.

Self

Scorch: Attack, common, 1 energy. Deal 5 damage. Burning 1. Draw 1.

Scorch

1 energy · Attack

Deal 5 damage. Burning 1. Draw 1.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Scorch+: Attack, common, 1 energy. Deal 8 damage. Burning 1. Draw 1.

Scorch+

1 energy · Attack

Deal 8 damage. Burning 1. Draw 1.

Enemy · Reach

Searing Grasp: Attack, uncommon, 2 energy. Deal 16 damage.

Searing Grasp

2 energy · Attack

Deal 16 damage.

Enemy · Reach

Starting pool

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Upgrade

Searing Grasp+: Attack, uncommon, 2 energy. Deal 22 damage.

Searing Grasp+

2 energy · Attack

Deal 22 damage.

Enemy · Reach

Shared Ember Ward: Tactic, uncommon, 1 energy. Every hero gains 6 guard and 1 Thorns this turn.

Shared Ember Ward

1 energy · Tactic

Every hero gains 6 guard and 1 Thorns this turn.

Self

Starting pool

Offered in parties of 2 or more heroes.

Compare upgrade

Upgrade

Shared Ember Ward+: Tactic, uncommon, 1 energy. Every hero gains 9 guard and 2 Thorns this turn.

Shared Ember Ward+

1 energy · Tactic

Every hero gains 9 guard and 2 Thorns this turn.

Self

Smoulder: Tactic, common, 1 energy. Apply Burning 2 to ALL enemies.

Smoulder

1 energy · Tactic

Apply Burning 2 to ALL enemies.

No target selection

Starting pool

Compare upgrade

Upgrade

Smoulder+: Tactic, common, 1 energy. Apply Burning 3 to ALL enemies.

Smoulder+

1 energy · Tactic

Apply Burning 3 to ALL enemies.

No target selection

Spark: Attack, common, 0 energy. Deal 2 damage. Burning 1. Spend.

Spark

0 energy · Attack

Deal 2 damage. Burning 1. Spend.

Enemy · Reach

Spend

Starting pool

Compare upgrade

Upgrade

Spark+: Attack, common, 0 energy. Deal 2 damage. Burning 1.

Spark+

0 energy · Attack

Deal 2 damage. Burning 1.

Enemy · Reach

Starfall: Attack, rare, 3 energy. Next turn: 30 damage and Burning 3 to ALL enemies, then the ground burns (Burning 1 to all) for 2 turns. Spend.

Starfall

3 energy · Attack

Next turn: 30 damage and Burning 3 to ALL enemies, then the ground burns (Burning 1 to all) for 2 turns. Spend.

Self

Spend

Starting pool

Compare 2 upgrades

Branch A

Second Impact: Attack, rare, 3 energy. Next turn: 30 damage and Burning 3 to ALL. The turn after: 15 more. Ground burns 2 turns. Spend.

Second Impact

3 energy · Attack

Next turn: 30 damage and Burning 3 to ALL. The turn after: 15 more. Ground burns 2 turns. Spend.

Self

Spend

Branch B

Impact Crater: Attack, rare, 3 energy. Next turn: 30 damage and Burning 3 to ALL enemies, then the ground burns for 4 turns. Spend.

Impact Crater

3 energy · Attack

Next turn: 30 damage and Burning 3 to ALL enemies, then the ground burns for 4 turns. Spend.

Self

Spend

Stoke the Flame: Tactic, common, 1 energy. This turn, Burning you apply is +1.

Stoke the Flame

1 energy · Tactic

This turn, Burning you apply is +1.

Self

Starting pool

Compare upgrade

Upgrade

Stoke the Flame+: Tactic, common, 1 energy. This turn, Burning you apply is +2.

Stoke the Flame+

1 energy · Tactic

This turn, Burning you apply is +2.

Self

Sunfire: Attack, rare, 3 energy. Deal 20 spell damage. Apply Burning 4.

Sunfire

3 energy · Attack

Deal 20 spell damage. Apply Burning 4.

Enemy · Reach

Starting pool

Compare upgrade

Upgrade

Sunfire+: Attack, rare, 3 energy. Deal 26 spell damage. Apply Burning 5.

Sunfire+

3 energy · Attack

Deal 26 spell damage. Apply Burning 5.

Enemy · Reach

The Debt: Rite, rare, 2 energy. Unique. Ready. Attacks cost 1 less. Lose 2 HP whenever you play an Attack. Echo: Gain 1 energy.

The Debt

2 energy · Rite

Unique. Ready. Attacks cost 1 less. Lose 2 HP whenever you play an Attack. Echo: Gain 1 energy.

Self

ReadyUnique

Starting pool

Compare upgrade

Upgrade

The Debt+: Rite, rare, 2 energy. Unique. Ready. Attacks cost 1 less. Lose 1 HP whenever you play an Attack. Echo: Gain 1 energy.

The Debt+

2 energy · Rite

Unique. Ready. Attacks cost 1 less. Lose 1 HP whenever you play an Attack. Echo: Gain 1 energy.

Self

ReadyUnique

Tinder: Rite, uncommon, 1 energy. At the start of your turn, a random enemy gains Burning 1.

Tinder

1 energy · Rite

At the start of your turn, a random enemy gains Burning 1.

Self

Set 2

Compare upgrade

Upgrade

Tinder+: Rite, uncommon, 1 energy. At the start of your turn, a random enemy gains Burning 2.

Tinder+

1 energy · Rite

At the start of your turn, a random enemy gains Burning 2.

Self

Unarmed: Tactic, common, 0 energy. Discard a random card. Draw 1.

Unarmed

0 energy · Tactic

Discard a random card. Draw 1.

Self

Set 1

Compare upgrade

Upgrade

Unarmed+: Tactic, common, 0 energy. Discard a random card. Draw 2.

Unarmed+

0 energy · Tactic

Discard a random card. Draw 2.

Self

Unarmed Casting: Rite, uncommon, 1 energy. Unique. Whenever you play a 0-cost card, draw 1. Echo: Draw a card.

Unarmed Casting

1 energy · Rite

Unique. Whenever you play a 0-cost card, draw 1. Echo: Draw a card.

Self

Unique

Starting pool

Compare upgrade

Upgrade

Unarmed Casting+: Rite, uncommon, 0 energy. Unique. Whenever you play a 0-cost card, draw 1. Echo: Draw a card.

Unarmed Casting+

0 energy · Rite

Unique. Whenever you play a 0-cost card, draw 1. Echo: Draw a card.

Self

Unique

Volcanic Heart: Rite, rare, 2 energy. At the start of your turn gain 5 guard and 1 Spell Power for the turn.

Volcanic Heart

2 energy · Rite

At the start of your turn gain 5 guard and 1 Spell Power for the turn.

Self

Starting pool

Compare upgrade

Upgrade

Volcanic Heart+: Rite, rare, 2 energy. At the start of your turn gain 7 guard and 2 Spell Power for the turn.

Volcanic Heart+

2 energy · Rite

At the start of your turn gain 7 guard and 2 Spell Power for the turn.

Self

Wall of Embers: Rite, rare, 2 energy. Unique. At the end of your turn, Burning enemies lose their guard. Echo: ALL enemies lose their guard.

Wall of Embers

2 energy · Rite

Unique. At the end of your turn, Burning enemies lose their guard. Echo: ALL enemies lose their guard.

Self

Unique

Set 2

Compare upgrade

Upgrade

Wall of Embers+: Rite, rare, 1 energy. Unique. At the end of your turn, Burning enemies lose their guard. Echo: ALL enemies lose their guard.

Wall of Embers+

1 energy · Rite

Unique. At the end of your turn, Burning enemies lose their guard. Echo: ALL enemies lose their guard.

Self

Unique

Wildfire: Rite, rare, 2 energy. Whenever an enemy Ignites, ALL other enemies gain Burning 2.

Wildfire

2 energy · Rite

Whenever an enemy Ignites, ALL other enemies gain Burning 2.

Self

Set 2

Compare upgrade

Upgrade

Wildfire+: Rite, rare, 1 energy. Whenever an enemy Ignites, ALL other enemies gain Burning 2.

Wildfire+

1 energy · Rite

Whenever an enemy Ignites, ALL other enemies gain Burning 2.

Self

Keywords and effects

Attack

A card type: Attacks deal damage, usually to one enemy you drag them onto.

Bleed

Takes this much damage at the start of its turn, every turn. A new Bleed replaces a weaker one.

Burning

Takes this much damage at the start of its turn. On enemies it never fades; at 3 or more it Ignites at the start of your turn.

Echo

What a copy of a Unique Rite does when you play it while that Rite is already up: a small one-time effect.

Energy

Every card costs energy (the number in its gem). You get 3 each turn; what you do not use is lost.

Guard

Soaks hits before your HP; it falls away at the start of your next turn.

Ignite

An enemy with 3+ Burning takes twice its Burning at the start of your turn, then the Burning is consumed.

Keep

Stays in your hand at the end of your turn instead of being discarded.

Ready

Always in your opening hand.

Rows

Fighters stand in a front row or a back row. Melee only reaches the front row while anyone stands in it.

Seared

Cannot heal, regenerate or drain while it lasts. Undead that are Seared stay down.

Shaken

Deals 30% less damage for this many turns.

Spell Power

+1 damage per stack on your spells (fire, frost and other cast damage).

Spend

After you play it, the card leaves this fight (it goes to the Spent pile). It is back in your deck next fight.

Tell

The sign above an enemy shows what it will do on its next turn: attack (with the damage), guard, buff, curse.

Thorns

Anyone who attacks you takes this much damage.

Unique

Only one copy works at a time. Play another copy while it is up and that copy does its Echo instead (and if it is upgraded and yours is not, yours becomes the upgraded one). Spare copies help you find it sooner.

Venom

Takes this much damage at the start of its turn, then the Venom drops by 1.

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