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Imps on fire. So much better than imps not on fire, don't you think?
this is a great early game minion, when dealing 3 damage too yourself aint a big deal yet.
has an high attack for a 1mana minion, and having 2 hp means it can survive attacks from most other 1mana opponents and a deal of 2mana ones.
no opponent will like you starting out with one. so enjoy in their displeasure.
This is a perfect Arena card. It's cheap and defines your early game. They WILL have to waste removal on it or risk taking 3 - 6 damage before they can do anything to stop it.
Not bad for one mana.
As stated by Aratil on the 9th of December regarding card balance in the next patch
Flame Imp’s Battlecry now deals 3 damage (up from 2)
Warlocks have a very strong early game, and this small change to Flame Imp should help a small amount. There are other cards that help the Warlock maintain early board advantage, and we’re keeping a close eye on those as time goes on.
Running 2 of these will put warlocks at -6 health once both are played, some more risk added in if they are playing to rush.
When attacking, he says "Ughhhh, I'll be right on it!".
I like to use Sap ability with my Rogue to this card even if i have better choice. It's like saying "Please hurt yourself again!"
Sap ability also can be used for Warlock Pet Cards which discard cards. Vanish ability also do the same but clears all table so it's depends on your minions also, your choice.
Since, when you hover over the sound prompts, it shows what the minion says. for the flame imp, when you play it, it says "yeah, i'll get right on it". Just wanted to let someone with the power to change this know.
Yeah, I'll get
Leper gnome > flame imp
Nothing worse than dropping an imp and it's instantly removed. At least the gnome still hurts them
although flame imp if running zoo for that extra 3 hp / cleric combo
What does he say when attacks?
What's interesting about this card is that it's an absurdly valuable first-turn play, and almost equally useless in the late game. It's hyperaggressive, it seizes early board control, and even if your opponent coins something out you'll most likely be able to trade with it at the very least. On the other hand, taking three damage to put a 3/2 on the battlefield is usually a pretty awful choice when your opponent is likely to have something Yeti-sized ready to go in response.
Deal 3 damage to your hero.
Imps like being on fire. They just do.
This card is used in
48.06% of all Warlock decks
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