The classic "you take X damage" spell. There
have been other twists and turns on it over the
years, and yes, I'd probably rather have
Demonfire or Banefire than Fireball, and yes,
without some sort of mana engine I rarely want
to split the damage, but this card will always
have a place in Red decks. After all, it proves
to the Blue mages that Red mages really do know
how to think-- or at least, do math.
I alluded to this card the other day in the
Earthquake review; they have certain
similarities, being classic old-school spells
which are no less effective now. In Fireball's
case, I find it rather amusing that it's had
about four different rules text wordings in its
time, and its modern one is still a little
confusing if you only skim it. When aiming for
players, Banefire is better sometimes because
it's almost guaranteed to resolve, but Fireball
has extra versatility against creatures, and
should not be underestimated.
Casual & Multiplayer:
I split big Fireballs is big multiplayer games
before. It is more fun than Earthquake.
Limited:
This is the best finisher for Sealed deck play.
Play a little defense and a little offense and
than bang! You are dead from a freaken Fireball.
It is good.
Overall a good burn card.
Constructed: 2
Casual: 3
Multiplayer: 4
Limited: 4
Later.
Miguel
Michael "Maikeruu" Pierno
Today's card of the day is the classic Fireball
which was last seen in Darksteel and before that
Alpha through Fifth editions. A personal
favorite of mine and an overall great card if a
bit confusing sometimes. Just remember that with
six total mana you can deal two damage to two
targets. (One Red, one for the extra target,
leaving four to be divided evenly between to two
each.) If a specific creature is your targeted
threat always be sure to check if you have extra
mana to deal even one damage to the opponent or
take out an additional 1/1.
Little things like that can make the difference
in a close game or help prevent a comeback from
a weakened opponent.
In Constructed, Casual, and Multiplayer what
else is there to say about a card that can be
used early or late against player or creature
and can even hit multiple targets as needed? The
only drawback to this card is the inevitable
debate about the mana cost and damage dealt when
multiple targets are selected. Other than that
this is a classic Red burn spell and like
Lightning Bolt a powerful returning force to the
standard format.
For Limited there are few cards at uncommon that
are worth taking before this in a Booster draft
and if any Red is in your Sealed deck this
should be an automatic inclusion. Removal
without any penalty and flexible to your
available mana makes Fireball an asset to an
early game rush or for a late game direct damage
finisher.