Card database
Conflagration
Damage plan and patch tracker
Conflagration belongs in the first content batch because damage-plan cards often attract tier-list and build-search traffic.
Good when the deck needs a focused damage plan
Can be worse than flexible attacks in awkward act paths
Draft note
Damage cards should be scored against immediate elite and boss pressure. If the card does not solve the next fight window, lower its tier for that run. Conflagration-style cards are most useful when the deck can convert them into cleaner fights instead of simply adding another expensive action.

When to downgrade it
Downgrade Conflagration when the deck is already slow, lacks block, or cannot afford another card that competes for setup turns. Upgrade value, energy support, and the next boss matchup decide whether it becomes a plan or a liability.
- Raise it when the deck needs a clear damage plan.
- Lower it when the card makes bad hands worse.
- Check whether upgrades or relics fix its timing problem.
Best use cases
Conflagration is most attractive when Ironclad needs a clearer damage plan and already has enough defense to spend energy aggressively. It should be judged by the fight it changes: hallway speed, elite kill pressure, boss phase damage, or a route that needs fewer rest sites.
- Use it when the deck is missing a reliable way to end dangerous fights.
- Pair it with energy, upgrade, or strength-style support only after that support is visible.
- Compare it against simpler attacks when the deck is still fragile.
Common mistake
The common mistake is taking Conflagration as a damage plan when the deck actually needs block, draw, or cheaper front-load. Exact current-patch numbers, upgrade text, and interaction timing are needs verification, so the page should stay focused on pick conditions instead of fixed math.
Evidence to collect next
The next Conflagration pass should record card text, upgrade text, energy cost, reward alternatives, route pressure, and whether the pick reduced HP loss in the next dangerous fight. A card is not confirmed strong until it beats realistic route pressure, not only a perfect showcase turn.