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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.