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Woo, I do like the effects on this card. Very similar to in game, yet different enough to keep it refreshing. While it's not overpowered, I definitely would see this as a must have in a Hunter deck.
Card is invaluable with dealing against rogue's Patient Assassin or any Spellblade deck that builds to having a high-end Vancleef.
Spellblade Rogues tend to go "all in" once they've got +3-4 Spelldamage on field, which is when they'll lambast you with Headcracks, Sinister Strikes, FoKs for AoE + Draw power, Shivs for spot removal + Draw power, and it can be nearly unbeatable.
Before they can do that, they typically play a Conceal to hide their minions in Stealth the turn right before they end the game. Popping this flare can let your minions destroy their +Spelldamage minions before their deadly FoKs ever go off, effectively winning you the game.
Very important card. Any hunter having difficulty with rogues, particularly Spellblade rogues, should keep at least one and should hold it until they see that Conceal "All-in" indicator.
This card isn't a secret, it's a spell.
Flare is a Spell.
This also means that
, a , will trigger on casting Flare. This completely negates the effects of Flare by "removing all card text on Flare" (specifically, 's tooltip says "A card that is Countered has no effect"). Yes, this means that you will not draw a card, nor will you remove any Secrets or from minions. Please read up on how Counterspell works at the Counterspell page, and how this is completely in line with the game mechanics.
Currently, only 3 classes have Secrets (Hunter, Paladin, Mage).
only 7 minions with Stealth
, 2 of which are class specific. Almost none of them are commonly played in the higher rankings apart from perhaps the
in Shockadin. The Rogue additionally has 2 other cards that can
, one of which is
and is a core component of the Miracle Rogue.
Flare is mostly used for its card draw capability. This is known as "card cycling", where you basically use this card to replace it with another card, effectively reducing your deck by 1 card. This leads to a more consistent deck and is a strategy known as "deck thinning".
If Flare is not included in a Hunter deck,
almost certainly is, and many decks have both.
Ben Brode (Designer of Hearthstone) thinks Flare is currently too good. As an anti-meta card (like how
Big Game Hunter
The Black Knight
are), Flare should not be an almost auto-include in Hunter decks (
Source - 16 Aug 2014
). A common suggestion for balance is to make Flare reveal secrets instead of destroying them.
Gnomes vs Goblins patch on 4 Dec 2014
, Flare was nerfed from 1 to 2 mana: "Flare allowed the Hunter an advantage versus decks that revolve around Secrets, while also allowing the Hunter to draw a card for little cost. We want to encourage a variety of decks in Hearthstone. With this change, Flare will continue to be useful against Secrets decks, but will be weaker against other decks."
Edit: @taohinton Thank you, I've edited the error that states that Flare is a Secret, which it is not.
Its good against warlocks who use bloodimps.
With the current meta, meaning around 40% of the ladder composed of "Christmas tree" Paladins (@ August 31st 2015, i.e. end of the first season that included TGT and exactly one week from TGT release), this could have a marginal utility, but it has been proven by many high end Hearthstone players and streamers that it actually is still not worth including in your Hunter deck.
All minions lose
. Destroy all enemy
. Draw a card.
Not only does it reveal your enemies, but it's also great for parties!
This card is used in
26.7% of all Hunter decks
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