Elemental Flame
Child of the First Light
Elemental Flame • Human
High Priestess of the Elemental Flame. Nyra channels sacred fire to purify and protect. Her deck rewards careful timing, reactive defense, shield recovery, and steady radiant pressure.
“The fire remembers what the darkness tries to erase.”
Hero Ability
First 2 times each turn you play a Mystic card, choose one: Draw 1 card OR Restore 10 Shield. Cooldown: 2 turns.
Cooldown: 2 turns
Allies 13
Ally · celestial
Cost 1 · ATK 1 · HP 2
On play: +1 Energy. While on field: your Actions deal +2 bonus damage.
Ally · celestial
Cost 2 · ATK 1 · HP 3
On play: Restore 8 Shield. If you played an Action this turn, restore 14 instead.
Ally · celestial
Cost 2 · ATK 2 · HP 2
On play: +2 Energy. If you control another Celestial ally, draw 1.
Ally · celestial
Cost 2 · ATK 2 · HP 3
On play: Deal 6 damage. If opponent has more cards in hand than you, deal 10 instead.
Ally · celestial
Cost 3 · ATK 1 · HP 4
On play: Restore 10 Shield and draw 1. While on field: opponent Actions restore 20% less Shield.
Ally · celestial
Cost 3 · ATK 3 · HP 3
On play: Deal 8 damage to target enemy Ally. If it is destroyed, deal 5 damage to opponent Shield.
Ally · celestial
Cost 3 · ATK 2 · HP 4
On play: All your other Allies gain +1 ATK this turn. If you control 3+ allies, also draw 1.
Ally · celestial
Cost 3 · ATK 1 · HP 5
While on field: first time you take damage each turn, reduce it by 5. On play: draw 1.
Ally · celestial
Cost 4 · ATK 2 · HP 4
On play: +2 Energy and set 1 Trap from your hand for free. While on field: your Traps deal +3 damage.
Ally · celestial
Cost 4 · ATK 2 · HP 5
On play: Draw 2. While on field: end of turn, if you played 2+ cards this turn, draw 1.
Ally · celestial
Cost 4 · ATK 3 · HP 4
On play: Deal 10 damage. When destroyed: restore 8 Shield and draw 1.
Ally · celestial
Cost 5 · ATK 4 · HP 5
On play: Deal 12 damage. If opponent Shield is below 20, deal 18 instead. Restore 5 Shield.
Ally · celestial
Cost 6 · ATK 5 · HP 7
On play: Deal 15 damage and restore 15 Shield. Draw 1. If you control 2+ Celestial allies, deal 5 AoE to all enemy allies.
Actions 13
Action · Flame Rite
Cost 2
Deal 15 damage. If you control a Celestial ally, deal 20 instead.
Action · Sacred Light
Cost 2
Restore 18 Shield. Draw 1. If your Shield was below 15, restore 25 instead.
Action · Invocation
Cost 2
Draw 3. If you control a Celestial ally, draw 4 instead.
Action · Sacred Light
Cost 3
Restore 22 Shield. Until end of turn, Shield cannot drop below 1.
Action · Flame Rite
Cost 3
Deal 22 damage. If you played another Action this turn, deal 28 instead.
Action · Sacred Light
Cost 3
All your Allies restore 8 Shield each. If you control 3+ allies, also gain +2 Energy.
Action · Invocation
Cost 3
Next Action you play this turn resolves twice (pay cost once).
Action · Purification
Cost 4
Banish 1 card from opponent's discard. Deal 25 damage. If banished card was an Action, deal 32 instead.
Action · Flame Rite
Cost 4
Deal 30 damage. Gain 10 Shield per Celestial ally you control (max 3).
Action · Flame Rite
Cost 5
Deal 35 damage. If opponent has 3+ allies on field, deal 10 AoE to all of them instead of single target.
Action · Invocation
Cost 5
Draw 2. All your Allies gain +2 ATK and +5 Shield this turn. Gain +1 Energy.
Action · Flame Rite
Cost 6
Deal 50 damage. Restore 30 Shield. If you drew 3+ cards this turn, draw 2.
Action · Flame Rite
Cost 7
Deal 60 damage. Restore 35 Shield. All your Celestial allies gain +3 ATK this turn.
Traps 13
Trap · reaction
Cost 1
When you take damage: Restore 8 Shield. If you control a Celestial ally, also draw 1.
Trap · reaction
Cost 2
When opponent plays an Action: Reduce its damage by 40%. Restore 5 Shield.
Trap · reaction
Cost 1
Opponent loses 2 Energy. If they played 2+ cards this turn, they lose 3 instead.
Trap · reaction
Cost 2
When opponent plays an Action: Deal 10 damage. If you played an Action this turn, deal 15 instead.
Trap · reaction
Cost 2
When opponent plays an Action: Negate its effect. You gain +1 Energy. Banish this Trap.
Trap · persistent
Cost 3
While set: end of each turn restore 5 Shield. When you take 20+ damage in one hit, trigger and restore 15 Shield.
Trap · reaction
Cost 2
When opponent plays an Action: Copy its damage and deal it back at 50% value. Draw 1.
Trap · reaction
Cost 1
Deal 5 damage. Opponent discards 1. If they discarded an Ally, deal 5 more.
Trap · instant
Cost 3
When opponent targets you with an Action: Negate it, gain +2 Energy, and draw 1.
Trap · reaction
Cost 2
When you take damage: Reduce it by 35%. If reduced damage was 10+, also draw 1.
Trap · reaction
Cost 2
When opponent summons an Ally: Reduce its ATK by 2 and HP by 3. Opponent loses 1 Energy.
Trap · reaction
Cost 1
When opponent plays a card: Draw 1. If you have 5+ cards in hand, gain +1 Energy instead.
Trap · instant
Cost 5
Deal 30 damage. Restore 20 Shield. If you control 2+ Celestial allies, draw 2.