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Dormant for 2 turns. Spell Damage +2
It's actually pretty easy to escape chains when you can burst into flames.
Card Stats
- Mana Cost
- 2
- Attack
- 2
- Health
- 3
- Type
- Minion
- Rarity
- Common
- Minion Type
- Elemental
- Spell School
- UNK_
- Artist
- Konstantin Turovec
- Crafting Cost
- 40
- Disenchant
- 5
- Reveal Date
- Jan 19, 2021
- Release Date
- Oct 22, 2020
Keywords
Card Sounds
Sound Effects
Play FireplumePhoenix_UNG084_Play
Attack FireplumePhoenix_UNG084_Attack
Death FireplumePhoenix_UNG084_Death
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Format Legality
Standard
Not Legal
Wild
Legal
Arena
Available
Duels
Available
Twist
Available
Madness at the Darkmoon Faire
- Release Date
- Oct 22, 2020
- Set Type
- Expansion
- Rotation
- Rotated to Wild
Deck Rules
- Copies per Deck
- 2
- Collectible
- Yes
Comments
The more I look at this, the more I think that the Dormant aspect is awesome. The worst part about dropping a Spell Damage minion early is that it has cross hairs on it almost immediately. Where as when this awakens, you then get to really abuse the hell out of the bonus Spell Damage.
OTK
i mean the dormant means it will be useful for at least 1 turn.... which will probably be an otk
Decent enough to see play once rotation hits. Not sure it's viable enough over the 1/3 with spellpower though.