| Summoner | Source | |
| Kalem | 10 x Fire | |
| Souls | Spells | Relics |
| 2 x Flamekin Salamander | 1 x Tande’s Inferno | 1 x Kyllian’s Talsiman of True Flame |
| 1 x Blood Boil | 1 x Dercan’s Immolation Staff | |
| 2 x Flash Flame | 3 x Fire Sigil | |
| 3 x Stoking the Flames | ||
| 3 x Smoke Screen | ||
| 3 x Fireball |
Key Tactics
As a Fire Summoner, you will often go first, but you will usually be best served by not doing anything and waiting to react to the opponent’s attack on their turn with a Fireball or a Smoke Screen. Due to Kalem’s ability, you’ll regain the spent Source and have it for use on your second turn.
Your second turn is one of your riskiest because you’ll want to start building up your Flamekin Salamander + Fire Sigil combo, and because Kalem’s Ability only works on Spells, you won’t get any of that used Source back. Salamanders are usually better to start with because they can Destroy 1 Health Souls without taking any damage and empower your Fireballs.
Flash Flame is a great way to use Spells like Blood Boil on the opponent’s turn — perfect for liquifying a high Attack Summoner — or even your Fire Source Power or Explosion. However, if you only have 1 Source, you won’t be able to use Flash Flame and Fire Source Power as part of the same chain, since Kalem’s Ability doesn’t trigger until after the Spell, and thus chain, has concluded. So, you’ll need to precast Flash Flame early in the turn if you want to have that option.
Against low health Rush decks, Dercan’s Staff will let you fend off early attackers and then later in the game, when you have some Spell buffs and/or Sigils, you can use its Devote effect as part of your combo.
Stoking the Flame is a key card for this Deck because, unlike casting Fire Source Power regularly, when done through Stoking the Flame, Kalem lets you get some Source back so you can maintain tempo. In addition, once you have your key cards in play: Talisman of True Flame, a Salamander, and two Sigils, even just one Ready Fire Source, used to summon a Stoking the Flames, can win you the duel since you’ll be doing 9 damage, three times over.
Salamanders don’t need to be Ready to pump your Spell damage, and they are very good at chipping away at the opponent’s Deck because their Aura damage and Attack damage have to be Blocked separately. So, if you’ve cleared the opponent’s board with a Fire Source Explosion or similar, don’t hesitate to swing in with a Salamander.
If your opponent is heavily pressuring you with Souls in the early game, Fire Source Exploding as soon as possible is a viable option. This Deck can win with just four Source.
Decklist by Furious Scribe
