Fiend Fire

Fiend Fire

Exhaust your Hand. Deal 7 damage for each card Exhausted. Exhaust.
Character
Ironclad
Type
Attack
Cost
2
Rarity
Rare

Fiend Fire+UPGRADED

Exhaust your Hand. Deal 10 damage for each card Exhausted. Exhaust.
Jorbs
Jorbs
Jorbs
Fiend Fire is largely upsides. Lots of damage, very quickly, and lots of chances to benefit from exhaust synergies like Feel No Pain or Dark Embrace. It goes especially well with ways to fill up your hand like Battle Trance or Offering. It's also an excellent target for some game-winning enchants. Put 8 Vigor or +50% damage on this from an event and it'll one-shot an awful lot of fights for you. Taking it most of the time is the right idea, but do be careful in decks which are dependent on particular cards and will regret playing it a lot of the time they draw it, or decks which have no ability NOT to play it and might want not to, like a deck with copies of Havoc or Mayhem or Stampede.
Baalorlord
Baalorlord
Baalorlord
Dealing a lot of damage is the obvious benefit of this card, but exhausting your whole hand is also beneficial. Play any cards you don't want to Exhaust first, THEN play the Fiend Fire to delete everything else. This can let you thin your deck down to one strong combo.