Fire Type Card Listing
lighting:
requires the launcher to be fire type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on fire launched attacks, ) (fire, type, passive effect)
elixir of power:
has a level 1 critical failiure, 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns (fire, elixir, stat)
burning powder:
80 % success the target has a 100 % chance of becoming +1 in burning, for up to 1 turns (fire, powder, status, offensive)
ember:
3 magical power, 100 % success (fire, magical, offensive)
searing contact:
works as a reaction against a contact card requires the launcher to be fire type, 100 % success the target has a 100 % chance of becoming +1 in burning, for up to 2 turns (fire, contact, reaction, status, offensive)
hand in the fire:
works following the number of cards in the launcher's hand, 100 % success the launcher has a 100 % chance to put 1 card into their exile (fire, double try, manipulation)
fire panic:
works following the launcher's fear status 4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success (fire, panic, contact, critical risk, physical, offensive, multi-hit)
fire symbol
100 % success The launcher gets 2 fire symbol cards in their hand has a passive effect in the hand (+1 power on major symbol launched attacks, +2 power on major symbol received attacks) (fire, minor symbol, passive effect)
molotov cocktail:
Level 1 5 physical power, 80 % success the target has a 5 % chance of becoming +1 in burning, for up to 1 turns (fire, physical, offensive)
evaporation:
Level 1 works as a parry against a water card, 85 % success The launcher gets 1 evaporation cards in their hand, The launcher can't draw during 2 turns (fire, parry)
gunpowder:
Level 1 7 magical power, the launcher suffers 100 % of the damages caused to the target, 75 % success the launcher suffers 100 % of the damages caused to the target the launcher has a 100 % chance of becoming +1 in burning, for up to 1 turns the target has a 100 % chance of becoming +1 in burning, for up to 1 turns (fire, powder, magical, offensive, status)
land mine:
Level 1 works as a parry against a "foot" card 12 magical power 100 % success (fire, explosion, parry, magical, offensive)
overheat:
Level 2 100 % success the launcher has a 100 % chance of becoming +3 in special attack, for up to 2 turns in 2 turns the launcher has a 100 % chance of becoming +2 in burning, -2 in freezing, for up to 2 turns (fire, critical risk, stat, status)
swordfire:
Level 3 5 physical power, has a level 1 critical hit, 100 % success the target has a 5 % chance of becoming +1 in burning, for up to 1 turns (fire, weapon, sword, physical, offensive)
fire punch:
Level 4 8 physical power, 100 % success the target has a 10 % chance of becoming +1 in burning, for up to 1 turns (fire, contact, hand, physical, offensive)
evaporator ray:
Level 4 follows the number of water cards in the target's hand 4 magical power, 100 % success the target has a 100 % chance to put 1 card water into their exile (fire, ray, magical, offensive, manipulation)
burning wind:
Level 5 90 % success the target has a 100 % chance of becoming +1 in burning, for up to 4 turns (fire, wind, status, offensive)
oppressive heat:
Level 5 100 % success Changes the environment to oppressive heat (+3 power on fire launched attacks, -3 power on ice launched attacks, -2 power on water launched attacks, -1 power on grass launched attacks) (fire, environment)
pyromancer:
Level 6 100 % success The launcher takes the pyromancer posture (+3 power on fire launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on water received attacks, +3 power on ground received attacks, +3 power on rock received attacks) (fire, posture)
fire fang:
Level 7 6 physical power, 100 % success the target has a 20 % chance of becoming +1 in burning, for up to 2 turns (fire, mouth, fang, contact, physical, offensive)
burning power:
Level 8 works following the launcher's burning status, 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns (fire, stat)
stirring up:
Level 9 works following the target's burning status, 5 magical power, 100 % success the target has a 100 % chance of becoming +1 in burning, for up to 4 turns (fire, magical, offensive, status)
flamethrower:
Level 10 15 magical power, 100 % success the target has a 15 % chance of becoming +1 in burning, for up to 2 turns (fire, magical, offensive)
inflamed roll:
Level 12 10 physical power, 80 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns the target has a 20 % chance of becoming +1 in burning, for up to 1 turns (fire, contact, physical, offensive, stat)
calcination:
Level 15 12 magical power, the launcher suffers 100 % of the damages caused to the target, 85 % success the launcher has a 100 % chance of becoming +2 in burning, for up to 1 turns the target has a 100 % chance of becoming +2 in burning, for up to 1 turns the launcher has a 100 % chance to put 2 card into their exile the target has a 100 % chance to put 2 card into their exile (fire, magical, offensive, status, manipulation)
explosive symbol
Level 15 1 magical power, 100 % success (fire, major symbol, magical, offensive)
fire blast:
Level 18 20 magical power, has a level 1 critical failiure, 100 % success the target has a 25 % chance of becoming +1 in burning, for up to 2 turns (fire, explosion, magical, offensive)
eruption:
Level 20 30 magical power, 80 % success the launcher has a 100 % chance of becoming -3 in special attack, for up to 4 turns (fire, surge, magical, offensive, stat)
fire breath:
Level 25 20 magical power, 100 % success the target has a 50 % chance of becoming +1 in burning, for up to 2 turns (fire, wind, magical, offensive)
burning overkill:
Level 28 works following the launcher's burning status, 100 % success the launcher has a 100 % chance of becoming +2 in special attack, for up to 4 turns (fire, stat)