The Witchwood Guide
Give a Demon +3/+3. Give your opponent a Mana Crystal.
Very dangerous when attached to a demonbomb.
"This cannot buff Lord Jaraxxus the Hero"
i woudldn't play this all day :) and how come Sacrificial Pact which says " destory a demon" works on lord jaraxxus , while this card's +3/+3 doesn't work?
Sacrificial Pact's interaction with Lord Jaraxxus is causing confusion in that way; the devs are considering removing the Sacrificial Pact interaction for the sake of consistency. Source
Please, check your facts, thanks.
what facts ? thanks
EDIT: oh ok
Was replying to Mr.Underrated1's "source" about them considering changing sacpact interaction with Jaraxxus. His source has been disproven by the one I linked in my post
Apologies. Didn't see that at the time I wrote that post
Yeah, I see literally no viable reason to play this over Demonfire. The mana crystal is just far too strong to even consider this. I suppose it could be used to bait hard removal early on, but why?
I found out the use of this card! You play it in a discard deck with Fist of Jaraxxus so you can also get rid of this!
I made a deck designed for this card:
The strategy is to hope for your opponent to go AFK from laughing.
Can this work on Jaraxxus after you play him? Because then getting a 6/8 attack weapon would be nuts :D
Combos well with "Disenchant for dust"
More like: "When you open this card from a pack, gain 5 dust"
I much prefer Demonfire; it's much more versatile and crucially it doesn't give your opponent an advantage.
"Fusion is just a cheap tactic to make weak demons stronger!"
I highly approve of this reference.
Logged in to upvote.
May be good if something like that comes out
Play: hahahaha! Needin' a little extra fire power?
Attack: Let's heat things up!
Death: Cool story bro, gotta go...
Any reason to have more imps in the game, I'm down with.
It's a special Imp O.o Fel Imp is more evil and powerful and also has huge horns and wings unlike regular imps
This card could be interesting but Demonfire turns to be a lot more useful in many situations.
What is different? Both cost 2 mana.
It still works nicely, without cons, to add some damage to a lethal combo or after turn 10, but overall the effect is too similar to Demonfire and for a lethal combo Power Overwhelming still wins and costs even less.
It's a risky play, a turn 1 Flame Imp becomes a dangerous 6/5 then and it hurts. But if it's killed/silenced in any way the game becomes very hard. A 6/5 at turn 2 is tough though, and if the enemy can't deal with it.. gg
Also Voidwalker would become tough in no time: 4/6 Taunt at turn 2 is nice.