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Rain of Fire

 

Card Number - HOA-129

Card Rating:

Sealed: 3.17
Constructed: 2.67
Casual: 3.33
Raid: 3.00

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.


Date Reviewed - 08.01.0
7

 
Red Comet Rain of Fire

This card is really a multi-player card. The upkeep is rather high but Warlocks in general have low cost abilities.

It's nice to have but I'd keep it out of your single player deck.


Sealed: 3/5
Constructed: 3/5
Casual: 4/5
Raid: 2/5
Dead
End
Mikie
Rain of Fire (Warlock)
 
4 cost, Ability- Destruction
 
Ongoing: At the start of your turn, pay 4 or destroy Rain of Fire.
 
At the end of your turn, your hero deals 1 fire damage to each opposing hero and ally.
 
Hmm… not bad.  Expensive in the long run, but a great way of killing off weak allies consistently.  This works great in Onyxia’s Lair, where you can burn down Whelps repeatedly.
 
Sealed: 3/5  Keeps those blasted cheap allies at bay.
 
Constructed: 3/5 Expensive, but may be well worth it to keep the allies down.
 
Casual: 4/5  You really want to annoy your opponent?  Play this card.
 
Raid: 4/5 For Onyxia, this card is a “No whelps for you!” engine.  Not so amazing in MC, though.
KJFJustice RAIN OF FIRE

This card is iffy in my opinion. When I’ve seen it played, it tends to be the only thing a warlock deck has going for it. At my last regional, I ran into a warlock that got both Rain of Fire and Infernal on the field on me. Needless to say, bells were blaring in my head from all the dang PINGING!!! But I won the duel and match because those cards require costs which tend to nullify your use of any other cards in your deck because they are so draining. Once I got them off the field, the opponent had little else going on.

Rain of Fire requires you to exhaust 4 resources to keep it in play. Basically what this card says is reduce your resource pool by 4 from now on in order to do 1 damage to your opponent’s cards. In the fourth or fifth turn, this can wipe an opponent’s field in 2 turns or so, but your only going to have 1 or 2 resources left to play anything else.

This card is far better late game when you can afford it. If the field has been locked up and both players have a ton of cards on the field, but no one can get past the others wall of protectors, then rain of fire is like a godsend card that will make your opponent cry like Nancy Kerrigan before the Olympics. (WHYYYY?!?? WWWHHYYYYYY!?!?!?!!) I know, that’s evil.

Some people think this card combos well with Spirit Healer from earlier this week. It usually will because if you have both on the field, you choose to resolve spirit healer first and your opponent gets an ally with one health, then rain of fire resolves and turns it into toast with plum jam. (My neighbor made me some from the plums on my tree and it’s awesome.) Watch out for problem allies though like those that get effects when they enter or exit play. Boneshanks could make you cry b/c it’s free ally removal for them. It’s even worse if they get Parvink and just keep drawing extra cards thanks to your Spirit Healer-Rain of Fire- OOOOPPSS, I’m an idiot combo. Ya I think that right.

Sealed: 3.5 Hard to come up with answers for this here.

Constructed: 2.0 Chipper, Chipper, Chipper.

Casual: 2.0 Ehhh- Don’t rain on your friends.

Raid: 3.0 Whelps go bye-bye.
turkeyspit Rain of Fire

One of the most powerful mass destruction cards in the game at present, Rain of Fire allows a Warlock to inflict 1 fire damage to each opposing Hero and Ally each and every turn, simply by exhausting 4 resources at the start of their turn.

Umm..broken?

If you can actually get this card to the field by Turn 4, it's highly unlikely that your opponent will have many, if any Allies on the field with more then 1 or 2 Health. This card spells death for the likes of Apprentice Merry / Teep, Leeroy Jenkins, Scout Omerrta, etc., while giving a Warlock Player an easy way to wear down Protectors like Sarmoth, Baranka, Steelhorn/Steppestrider, Parvink and Warden Ravella.

Once more, if we look back at Monday's Card, Spirit Healer, you can see even more combo potential.

After all is said and done, at the very least you will be doing 1 point of damage each to turn to your opponent's Hero, and that is always good.

I can't help but wonder why is this not a Mage ability...

-------------------------------

Sealed:
3/5 - You might not have the quantity of Quests you normally would want in your deck, and so your resource amount might be lower then usual. Still a worthwhile card though.

Constructed:
4/5 - If you ever wondered why cards like Chipper and Confessor are auto-includes for every Maindeck/Side Deck, this card is a perfect example. If your Warlock deck focuses on Field Control, then this is the card for you.

Casual:
3/5 - It takes some dedication to a strategy to play this card correctly, so it might not be the best choice for your fun deck. Having said that, can it get more fun then roasting your opponent's monsters each turn?

Raid:

Onyxia: 5/5 - Can singlehandedly take care of anything Onyxia throws at you.

Molten Core: 2/5 - Abilities are too easily destroyed, and the last Boss and his Minions are immune to Fire Damage.

 

 


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