Explosion Blast - activate to send a wave that deals 690 damage to each enemy in 45 metres radius, up to 2100 in total, in a chosen direction. Knocks back small and medium units. Activates Detonation (Power Cost: 80).
Detonation - explodes when destroyed, dealing dealing 800 damage each to up to 2000 enemies in 20 metre radius. Knocks back small and medium units.
Description: A not very useful trap that won't fool more experienced players. If you want a structure of this type in your deck, Fire Bomb would be a better choice because the cost for using Morklay Trap is staggering.
Rally - units summond in 25 metres radius around Rallying Banner are not dazed.
Description: For the explanation of the term Daze, look into the dictionary. A useful card - for example if you use it far away from your Orbs and Pwer Wells, you gain an option to summon units there if you lose your army. Additionally, the summoned troops will be fully ready to fight, with a full health bar and usable abilities.
Weapon type: S
Tunelling - activate to teleport unit to a location of another of your ground units or structures in 30 metres radius. Reusable after 10 seconds.
Swift - unit moves at high speed
Description: A pretty good card, quite cheap and strong with an interesting effect. In pure Fire decks a combination of Enforcer + Fire Stalker/Firedancer is used more often though. In mixed decks, on the other hand, it's quite useful - for example in destroying unguarded Power Wells. It's also very effective against small units (assembled in groups).
Infusion - while fighting, a chosen unist regains 75 life points every 2 seconds, up to 750 points. Reusable after 20 seconds.
Description: A necessity in a red deck. A spell that, after casting, regenrates a unit's health, when its being attacked (the spell starts working once damage is dealt). Don't use it when the unit has only little health remaining, because you're probably going to lose it anyway and the spell is going to waste. It's best to cast Infusin before a longer fight on a creature you want to survive.
Burn - covers the ground with a burning liquid, dealing 340 damage to enemies in 25 metres radius, up to 2100 in total Knocks back small and medium units. Only affects ground targets. Reusable after 10 seconds.
Description: Lava Field is a handy Spell when you simply want to do a lot of damage to enemy units, for a relatively low price. It's worth having for the moments when you have too much Power (and not enough cards to play) to wealen your enemy's army significantly.
Destroy Barrier - instantly destroys a segment of a path. Reusable after 30 seconds.
Description: Helpful when your enemy hides behind walls and you don't have units to deal with them quickly. It's also worth using when you're in a hurry (for example - the opponent is building a structure, Orb or Power Well behind the wall that you don't want to be finished). The cost is not too big when you consider that your enemy spent 25-100 Power to put up the wall.
Weapon type: M
Fireball - every 3 seconds unit throws a ball of fire, dealing 150 damage to enemies in 5 metres radius of its target, up to 230 in total.
Description: Flying units have the advantage of only being vulnerable to ranged attacks, turrets and certain spells. Skyfire Drake is no exception - it's a unit used very often when the enemy has no creatures able to kill it in vicinity. When the Drake gets in a range of a turret you have to run away quickly, beacuse - due to its low life points outpot - it soon will be dead. Very often used in combination with Ravage.
Rolling Fire - forms a wall of fire that moves across a chosen path, która przemieszcza sie wzdluz okreslonej sciezki, every second dealing 85 damage to every enemy unit and 40 damage to every structure in the area of effect, up to 170 in total. Only affects ground targets. Reusable after 10 seconds.
Description: Unfortunately, players who know something about PvP rather won't get caught in the wall of fire and get away from it quickly, getting only minimal damage. Wildfire can be used against buildings however - after casting it twice on, for example, two Power Wells and an Orb, it will only take a swift attack to get these constructions down. Unfortunately, this trick costs quite a lot of power... Rather not worth a place in a deck.