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Fiend Fire card artwork
IroncladAttackRare

Fiend Fire

Fiend Fire is not just a damage card; it is a hand-to-damage conversion engine that also cleans junk out of the deck.

Curated Decision Signal

Fast Card Decision Snapshot

Fiend Fire is not a blind take. Use this strip to see the keep signal, the trap case, and the real breakpoint before you read the full detail page.

ReviewedMarch 28, 2026
Keep signal

Fiend Fire is not just a damage card; it is a hand-to-damage conversion engine that also cleans junk out of the deck.

Overrate risk

The usual mistake is reading the ceiling and ignoring the shell.

Real breakpoint

Going from seven to ten damage per exhausted card is the breakpoint because medium hands start becoming elite-killing hands.

Pass signal

Skip it if the deck mostly holds premium retain cards and cannot afford to torch its whole hand for one attack.

Base Cost2
Upgrade Cost2
TargetAny Enemy
PoolIronclad

Editorial Strategy Notes

Fiend Fire is not just a damage card; it is a hand-to-damage conversion engine that also cleans junk out of the deck.

Editorial PassMarch 28, 2026
When It Is Worth Taking
  • Take it when your hand often contains starter trash, statuses, or exhaust payoffs that turn one burn turn into lethal pressure.
When It Is Not Worth Taking
  • Skip it if the deck mostly holds premium retain cards and cannot afford to torch its whole hand for one attack.
Upgrade Breakpoints
  • Going from seven to ten damage per exhausted card is the breakpoint because medium hands start becoming elite-killing hands.
Common Fits
  • Dark Embrace, Corruption, status-heavy fights, and draw that lets you rebuild after cashing the hand in.
Common Trap Fits
  • It is awkward in precise retain or setup decks where every card in hand is too valuable to feed to the fire.

Decision Breakdown

Card Decision Breakdown

The short panel above is the fast answer. This section slows the judgment down: where the card is live, where it is bait, and which next decision actually changes the call.

Why Pick It

Fiend Fire is not just a damage card; it is a hand-to-damage conversion engine that also cleans junk out of the deck. Take it when your hand often contains starter trash, statuses, or exhaust payoffs that turn one burn turn into lethal pressure. Best homes include Dark Embrace, Corruption, status-heavy fights, and draw that lets you rebuild after cashing the hand in. When that support already exists, Fiend Fire stops being theoretical upside and starts changing the next few fights immediately.

Why Skip It

Skip it if the deck mostly holds premium retain cards and cannot afford to torch its whole hand for one attack. It is awkward in precise retain or setup decks where every card in hand is too valuable to feed to the fire. Fiend Fire drops fast once the run no longer needs the exact job it was drafted to solve, which is where a premium-looking text box turns into dead weight.

Breakpoint

Going from seven to ten damage per exhausted card is the breakpoint because medium hands start becoming elite-killing hands. That breakpoint only matters if it changes smith priority, turn sequencing, or the damage math you expect to face next. If that shift is not changing a real decision right now, the premium story is mostly cosmetic.

Best Shells

The clean homes are Dark Embrace, Corruption, status-heavy fights, and draw that lets you rebuild after cashing the hand in. Fiend Fire wants a shell that can cash the upside on the same turn or the same cycle it matters. Those decks convert the text into tempo, stability, or a faster kill clock instead of waiting several fights for the promise to come true.

Bad Shells

It is awkward in precise retain or setup decks where every card in hand is too valuable to feed to the fire. Those are the shells that make Fiend Fire look stronger in draft than it feels in play. Fiend Fire either arrives too early, lands too late, or asks for support the run never actually built.

Route Context

Route context matters because Fiend Fire is only premium when it fixes the next failure point instead of adding one more nice idea to a deck that already has too many ideas. The next check is Open Ironclad Guide. Use the guide to decide whether Fiend Fire is a finisher, an exhaust enabler, or just dead weight in your current shell. If the call is still close after that, use Run Combo Damage Calculator. Measure how much real damage your typical hand produces when Fiend Fire cashes it in. If the next rooms are asking a different question, verify the line before you spend draft equity, a smith, or route safety on it.

Example Line

Take it when your hand often contains starter trash, statuses, or exhaust payoffs that turn one burn turn into lethal pressure. The support package already includes Dark Embrace, Corruption, status-heavy fights, and draw that lets you rebuild after cashing the hand in. Going from seven to ten damage per exhausted card is the breakpoint because medium hands start becoming elite-killing hands. That is the version of the run where Fiend Fire stops being speculative and starts changing what you can safely do in the next room or at the next campfire.

Common Misread

The usual mistake is reading the ceiling and ignoring the shell. Skip it if the deck mostly holds premium retain cards and cannot afford to torch its whole hand for one attack. It is awkward in precise retain or setup decks where every card in hand is too valuable to feed to the fire. Fiend Fire gets overrated when players remember the best-case output but forget how rarely the current deck actually produces that state.

Maintenance Signals

Who Maintains This Page

Curated detail pages should not be anonymous. This block tells you who maintains the human review layer, when it was checked, and why only selected entries carry this extra judgment.

Maintained bySTS2 Calculator Card Review Desk

Only curated high-value card pages get a human-written review layer and maintenance signals. The rest stay plain reference pages on purpose.

Responsible editorSTS2 Calculator Site Operator

Final site operator and responsible editor. Final contact for corrections, rights notices, and maintenance triage via [email protected].

Last reviewedMarch 28, 2026

The curated summary, pairings, traps, and next-step routes for this card were checked on the date shown here.

Revision noteVisible update

Fiend Fire was rechecked in the current curated card review cycle. The core decision signal, the main trap case, and the first linked follow-up page were all confirmed on this pass.

Patch verifiedCurrent curated card-review cycle

This page is rechecked when card text, upgrade delta, or the surrounding draft environment moves enough to make the old note dishonest.

Applies toFiend Fire as a curated card detail page inside the maintained live-site card set.

The page is meant to answer when this card is worth taking, when it is a trap, and which deeper page should come next.

DisclaimerCurated evaluation, not universal draft truth.

A strong card still fails in the wrong shell. Use the card database, guides, and calculators when context does more work than the card text itself.

Upgrade Comparison

The comparison stays stacked from top to bottom, so the card text is easy to read on both desktop and mobile.

Base

Cost 2 · Exhaust

Exhaust your Hand.
Deal 7 damage for each card Exhausted.
Damage
7

Upgraded

Cost 2 · Exhaust

Exhaust your Hand.
Deal 10 damage for each card Exhausted.
Damage
10

What Changes on Upgrade

  • Damage7 → 10

Card Details

Printed metadata matters because search filters are only useful when the labels are clean.

Keywords
Exhaust
Tags
None
Upgrade Snapshot

Damage: 7 -> 10