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Pyromancer’s organized play performance is on the Stats page.  Flame Flame Flame Blaze Fiery Soul Meteor
Status Effects Knockdown Negative Status Effect
Stack limit 1 - To remove this token, a player afflicted with it must spend 2 CP before the start of their Offensive Roll Phase. If the player does not, they must skip their Offensive Roll Phase and then remove this token.
Burn Negative Status Effect
Stack limit 1 - A player afflicted with this token is dealt 2 dmg during the Upkeep Phase of their turn. Persistent.
Fire Mastery Positive Status Effect
Stack limit 5 - A player with this token must "cool off" during their Upkeep Phase (i.e. remove 1 Fire Mastery token).
Stun Negative Status Effect
Stack limit 1 - A player afflicted with this token may take no actions of any kind (i.e. no cards may be played, no defense may be made, no status tokens or passive abilities may be used, etc). After the attack concludes, the player who inflicted Stun removes the token and then immediately targets the same opponent with an additional Offensive Roll Phase (if this opponent is removed from the battlefield, this additional Offensive Roll Phase is forfeited).
AbilitiesFireball Offensive (98.4% / 87.9% / 51.3%)  Deal 4 dmg   Deal 6 dmg    Deal 8 dmg
Hot Streak Offensive (61.5%)Needs a Small Straight - Gain 2 Fire Mastery. Then deal 5 dmg +1 dmg per Fire Mastery.
Ignite Offensive (26.1%)Needs a Large Straight - Gain 2 Fire Mastery. Then deal 4 dmg +2 dmg per Fire Mastery.
Molten Armor DefensiveDefense Roll 5 dice - Gain 1 x
Fire Mastery. Deal 1 x dmg.
UpgradesFireball II Upgrade of Fireball (1 CP)  Deal 4 dmg   Deal 6 dmg    Deal 8 dmg
Hot Streak II Upgrade of Hot Streak (2 CP)Needs a Small Straight - Gain 2 Fire Mastery. Then deal 6 dmg +1 dmg per Fire Mastery.
Ignite II Upgrade of Ignite (2 CP)Needs a Large Straight - Gain 2 Fire Mastery. Inflict Burn. Then deal 4 dmg +2 dmg per Fire Mastery.
Hero CardsRed Hot! CardRoll Phase Action, 1 CP, Attack Modifier - Add 1 dmg per Fire Mastery.
Fire Up! CardMain Phase Action, 3 CP - Increase Fire Mastery stack limit by 1. Then gain 2 Fire Mastery.
Warm Up! CardMain Phase Action, 0 CP - Gain 1 Fire Mastery. Then spend CP as desired and gain 1 additional Fire Mastery for each CP spent.
Infernal Infusion! CardMain Phase Action, 0 CP, Promo card - Roll 1 die: On
, gain max Fire Mastery. On any other outcome, draw 1.
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