Elemental Flame

High Priestess Nyra

Child of the First Light

High Priestess Nyra

Elemental Flame • Human

High Priestess Nyra

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.”

Phoenix Halberd Ember Sigils
T · Tactics
3
S · Skill
4
R · Resilience
2
M · Mysticism
5
Shield: 33 Energy: 7 Traps: 3

Hero Ability

Luminous Convergence

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

Salamander

Ally · celestial

Salamander

Cost 1 · ATK 1 · HP 2

On play: +1 Energy. While on field: your Actions deal +2 bonus damage.

Brigid

Ally · celestial

Brigid

Cost 2 · ATK 1 · HP 3

On play: Restore 8 Shield. If you played an Action this turn, restore 14 instead.

Agni

Ally · celestial

Agni

Cost 2 · ATK 2 · HP 2

On play: +2 Energy. If you control another Celestial ally, draw 1.

Ifrit

Ally · celestial

Ifrit

Cost 2 · ATK 2 · HP 3

On play: Deal 6 damage. If opponent has more cards in hand than you, deal 10 instead.

Amaterasu

Ally · celestial

Amaterasu

Cost 3 · ATK 1 · HP 4

On play: Restore 10 Shield and draw 1. While on field: opponent Actions restore 20% less Shield.

Hou Yi

Ally · celestial

Hou Yi

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.

Surya

Ally · celestial

Surya

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.

Seraph

Ally · celestial

Seraph

Cost 3 · ATK 1 · HP 5

While on field: first time you take damage each turn, reduce it by 5. On play: draw 1.

Xiuhtecuhtli

Ally · celestial

Xiuhtecuhtli

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.

Ra

Ally · celestial

Ra

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.

Firebird

Ally · celestial

Firebird

Cost 4 · ATK 3 · HP 4

On play: Deal 10 damage. When destroyed: restore 8 Shield and draw 1.

Pele

Ally · celestial

Pele

Cost 5 · ATK 4 · HP 5

On play: Deal 12 damage. If opponent Shield is below 20, deal 18 instead. Restore 5 Shield.

Fenghuang

Ally · celestial

Fenghuang

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

Sacred Flame

Action · Flame Rite

Sacred Flame

Cost 2

Deal 15 damage. If you control a Celestial ally, deal 20 instead.

Ember Bloom

Action · Sacred Light

Ember Bloom

Cost 2

Restore 18 Shield. Draw 1. If your Shield was below 15, restore 25 instead.

Vow of Living Light

Action · Invocation

Vow of Living Light

Cost 2

Draw 3. If you control a Celestial ally, draw 4 instead.

Sanctuary Dome

Action · Sacred Light

Sanctuary Dome

Cost 3

Restore 22 Shield. Until end of turn, Shield cannot drop below 1.

Prismflare Bolt

Action · Flame Rite

Prismflare Bolt

Cost 3

Deal 22 damage. If you played another Action this turn, deal 28 instead.

Circle of Companions

Action · Sacred Light

Circle of Companions

Cost 3

All your Allies restore 8 Shield each. If you control 3+ allies, also gain +2 Energy.

Twin Reflection

Action · Invocation

Twin Reflection

Cost 3

Next Action you play this turn resolves twice (pay cost once).

Rend the Veil

Action · Purification

Rend the Veil

Cost 4

Banish 1 card from opponent's discard. Deal 25 damage. If banished card was an Action, deal 32 instead.

Choir of the Flamebound

Action · Flame Rite

Choir of the Flamebound

Cost 4

Deal 30 damage. Gain 10 Shield per Celestial ally you control (max 3).

Sunfire Cascade

Action · Flame Rite

Sunfire Cascade

Cost 5

Deal 35 damage. If opponent has 3+ allies on field, deal 10 AoE to all of them instead of single target.

Dawnbreak Covenant

Action · Invocation

Dawnbreak Covenant

Cost 5

Draw 2. All your Allies gain +2 ATK and +5 Shield this turn. Gain +1 Energy.

Apex of Duality

Action · Flame Rite

Apex of Duality

Cost 6

Deal 50 damage. Restore 30 Shield. If you drew 3+ cards this turn, draw 2.

Refrain of Sacred Fire

Action · Flame Rite

Refrain of Sacred Fire

Cost 7

Deal 60 damage. Restore 35 Shield. All your Celestial allies gain +3 ATK this turn.

Traps 13

Ember Ward

Trap · reaction

Ember Ward

Cost 1

When you take damage: Restore 8 Shield. If you control a Celestial ally, also draw 1.

Flame Veil

Trap · reaction

Flame Veil

Cost 2

When opponent plays an Action: Reduce its damage by 40%. Restore 5 Shield.

Silent Ember

Trap · reaction

Silent Ember

Cost 1

Opponent loses 2 Energy. If they played 2+ cards this turn, they lose 3 instead.

Solar Snare

Trap · reaction

Solar Snare

Cost 2

When opponent plays an Action: Deal 10 damage. If you played an Action this turn, deal 15 instead.

Sacred Seal

Trap · reaction

Sacred Seal

Cost 2

When opponent plays an Action: Negate its effect. You gain +1 Energy. Banish this Trap.

Guardian Halo

Trap · persistent

Guardian Halo

Cost 3

While set: end of each turn restore 5 Shield. When you take 20+ damage in one hit, trigger and restore 15 Shield.

Mirror Snare

Trap · reaction

Mirror Snare

Cost 2

When opponent plays an Action: Copy its damage and deal it back at 50% value. Draw 1.

Flame Lash

Trap · reaction

Flame Lash

Cost 1

Deal 5 damage. Opponent discards 1. If they discarded an Ally, deal 5 more.

Sunfire Nullfield

Trap · instant

Sunfire Nullfield

Cost 3

When opponent targets you with an Action: Negate it, gain +2 Energy, and draw 1.

Hearth Shield

Trap · reaction

Hearth Shield

Cost 2

When you take damage: Reduce it by 35%. If reduced damage was 10+, also draw 1.

Pyre Binding

Trap · reaction

Pyre Binding

Cost 2

When opponent summons an Ally: Reduce its ATK by 2 and HP by 3. Opponent loses 1 Energy.

Candlelight Trick

Trap · reaction

Candlelight Trick

Cost 1

When opponent plays a card: Draw 1. If you have 5+ cards in hand, gain +1 Energy instead.

Convergence Flare

Trap · instant

Convergence Flare

Cost 5

Deal 30 damage. Restore 20 Shield. If you control 2+ Celestial allies, draw 2.

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