While technically not as good, Still give mass haste. Also mono-colored, so easier to run. They don't have the awesome sac ability, though.
Sk8er_Boi_1999
☆☆☆☆☆ (0.5/5.0)(13 votes)
This card is terrible. You have to sacrifice it before it does anything. Would be better at R.
face-fister
☆☆☆☆☆ (0.0/5.0)
Absolutely nothing wrong with this card AT ALL. 5/5
infernox10
★★★★☆ (4.2/5.0)(3 votes)
@Sk8er I think you're missing the point of this card entirely. This gives your creatures haste. Massive, small, doesn't matter, they all come in and start doing their thing immediately. The secondary ability guaruntees that if you pull a second copy, it's not redundant. My friend can often win a game by playing a second FoY, swing in, then sac both enchantments for +4/+4 on an unblocked creature.
pau3r
☆☆☆☆☆ (0.0/5.0)
great card, old school and beastly. Speed those fat@ss green creatures up.
Raubhautz
☆☆☆☆☆ (0.0/5.0)
What an inexpensive bonus for your troops; and final retribution if/when the time is right is always nice.
Fires was traditionally played in the context of efficient, undercosted, BIG creature threats like Blastoderm ( for 5 power) or Shivan Wurm ( for 7 power). Or cards like Saproling Burst, which net you 12 damage for 5 mana when the tokens have haste.
You're probably thinking that 5 damage on turn 3 followed by 17 on turn 4 will get you there. This is generally the case (or the fix, as it was called), but Fires doesn't always get those kinds of draws. The thing that enables a total shut-out in a strong matchup where the opponent is capable of neutralizing some of these threats quickly is the extra 2 points of damage. It's that extra 2 damage that pushes it over the edge, even if its on a lone Birds of Paradise flying over their team. It's an instant speed ability, and it has the ability to come out of nowhere. It also makes the playing of multiple Fires in the mid-late game a viable thing.
The Fires deck is the ultimate R/G aggro deck in my opinion. It combines brute force with ferocious speed. It's about blowing your opponent out with more damage than they can count early in the game, and that extra 2 points goes the distance. Trust me.
Comments (12)
Fervor
While technically not as good, Still give mass haste. Also mono-colored, so easier to run. They don't have the awesome sac ability, though.
I think you're missing the point of this card entirely.
This gives your creatures haste.
Massive, small, doesn't matter, they all come in and start doing their thing immediately.
The secondary ability guaruntees that if you pull a second copy, it's not redundant.
My friend can often win a game by playing a second FoY, swing in, then sac both enchantments for +4/+4 on an unblocked creature.
Fires was traditionally played in the context of efficient, undercosted, BIG creature threats like Blastoderm (
You're probably thinking that 5 damage on turn 3 followed by 17 on turn 4 will get you there. This is generally the case (or the fix, as it was called), but Fires doesn't always get those kinds of draws. The thing that enables a total shut-out in a strong matchup where the opponent is capable of neutralizing some of these threats quickly is the extra 2 points of damage. It's that extra 2 damage that pushes it over the edge, even if its on a lone Birds of Paradise flying over their team. It's an instant speed ability, and it has the ability to come out of nowhere. It also makes the playing of multiple Fires in the mid-late game a viable thing.
The Fires deck is the ultimate R/G aggro deck in my opinion. It combines brute force with ferocious speed. It's about blowing your opponent out with more damage than they can count early in the game, and that extra 2 points goes the distance. Trust me.