
Card artwork comes from local imported data; upstream source needs review.
Card Guide
Inflame
Card Effect
Gain 2 Strength.
Upgrade
When to Pick Inflame
Inflame is a 1-cost power card for the Ironclad. Powers offer lasting value across the entire fight. Pick this when your deck needs scaling.
When to Skip
This card provides no direct damage, block, or draw. It is a situational pick — prioritize basic needs first.
Upgrade Value
Medium upgrade priority. Strength +1 — a modest but useful improvement.
Synergies
No automatic synergies detected. Try pairing with same-character and same-keyword cards.
Is Inflame worth taking?
A-Tier · Cheap strengthInflame is the simplest good Strength card: 2 Strength for 1 energy, upgraded to 3. It is not a build-around on its own, but it makes every multi-hit attack in the deck hit harder for the rest of the fight.
Numbers and upgrade
| Stat | Base | Upgraded |
|---|---|---|
| Cost | 1 | 1 |
Upgrade changes: Strength +1
How to play Inflame
- Play it early in fights where you will attack several times. The earlier it lands, the more attacks get the bonus.
- Pair it with multi-hit attacks. Two Strength on a four-hit attack is 8 extra damage per play.
- Upgrade it when you have spare campfires. The extra Strength is permanent for the fight and stacks with other sources.
Common mistakes
- Taking too many copies before you have attacks worth buffing. Strength without hit count is a small effect.
- Playing it on a turn where you needed block and then dying with the Strength unused.
Cards that work with Inflame
Inflame is a cheap multiplier for attack-heavy decks. It is strongest with cards that hit multiple times or scale on their own, like Rampage.
Where to get Inflame
Inflame is in the Ironclad uncommon pool. It can appear in card rewards after combat, in shops, and in events that generate cards. Elites and bosses do not guarantee it, but they usually improve your odds of seeing higher-rarity cards.