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Change a minion's Attack to be equal to its Health.
This card is used in
26.29% of all Priest decks
Um... Chuck Norris?
Card is be the nail on the coffin of any PW:S/Divine Spirit setup, culminating in this card or a Crazed Alchemist setting a minion's attack equal to some insane 40-50+ number.
Take a 2/7 Oasis Snapjaw: PW:S (2/10), PW:S (2/13), Divine Spirit (2/26), Divine Spirit (2/52), Inner Fire (52/52).
With less cards you can still turn a 2/7 into a 20/20 or so. The whole chain is actually pretty cheap (4 mana to turn 2/7 into 20/20!) if you get the cards you need!
Same can obviously be done with a Crazed Alchemist effect, but this way you maintain the HP (for show) and it costs 1 less mana.
Despite this image, the non-golden card only costs 1 mana as well.
Besides the usual minion buffing, it's important to keep in mind that you can use Inner Fire to negate enemy attack buffs, or to simply lower the attack of enemy minions. A well placed Inner Fire will really take the teeth out of
for example...something normally requiring significantly more expensive like Holy Nova or Shadow Word: Death (Holy Smite works as well in this case). Alternatively, if you can't quite kill a dangerous enemy minion, bringing that nasty buffed 14 attack minion it down to one health would normally mean eating a huge hit. Tossing an inner fire on this enemy would make it a 1/1 or 2/2...FAR less deadly, and can give you time to come back.
Inner Fire can be used in this way to contextually counter cards such as:
Mark of Nature
Blessing of Might
. So although Inner Fire remains a FANTASTIC buff for our own priest minions, keep in mind, it can be used as an aggressive and effective debuff as well. Weigh your options and act accordingly :)
Just to clarify for those who aren't sure -- this sets the attack to the minion's current Health, not maximum health. If the minion has already taken damage, say a light well down to 0/3, it will have the attack set to 3, not 5, so consider healing the minion first.
Also, it is a one time thing, if you later buff the health, the attack does not increase.
The flavor text got me thinking if the hearthstone flavortext writers watched Animaniacs.
It's time for another good idea, bad idea.
This card is completely ridiculous for its cost versus power, not even considering its raw potential. I ran into several instances today where this card was used as a cheap trick with Divine Spirit to buff a simple Northshire Cleric to a 6/1 by turn 2 and significantly hurt my chances of winning the match. This card along with Divine Spirit NEED to be nerfed, because cheap combos like this are complete crap when it comes to the rest of the game's classes. Priests and Paladins alike have not been significantly hit yet by the nerf bat and it's starting to show that they're a dominant class when combos arise that become 1-2 turn kill-sticks.
This plus a divine spirit and a 2/14 previously divine-spirited creature on the board, took me from 4 health vs. 30 to a win in one turn. Holy nova was the kill shot. Betting the guy crapped himself. This card is insane.
Killing people with
This card suffers from the same problem all buff cards have, which is that you're loading more and more value into one, juicy target, ripe for removal. A lot of decks like to double down, as well, by loading up two or three buffs on the same creature in order to make a death machine. This often results in massive card disadvantage.
However, this card does a lot to make that risk worth it. At 1 mana, it's as cheap as they could reasonably make it, and the effect is dramatic. As others have pointed out, it also has many surprising uses outside of buffing your own creature, which is a valuable trait in any combo piece, since it makes your deck less parasitic.
I see a lot of players make the same mistake when using this card and others like it, which is that they'll drop their big threat and immediately pump it through the roof on the same turn. This is foolishness. You're just begging for that thing to eat removal, and then you've wasted your whole hand. The trick is to play your threat, resolve your turn and then buff it on the turn it can attack. You'll also want to put multiple decent cards on the board, any of which you could buff, so that your opponent has to make tough choices about what to snipe. If you're playing it right, your enemy won't have the resources or the board position to kill everything and you'll have them dead to rights no matter what they choose.
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