Classes
Ember class guide
Fast attackers, burn and Rampage.

Ember Shardlings were born where shards struck the volcanic Cinder Chain. Foxes, hounds, wolves and boars of red crystal, fast and hot-tempered. In the card game they are the class that ends matches early.
Ember wins by pressure. Its cheap Shardlings hit hard, three of them have Swift and can attack the turn they are played, and Sparkstrike deals damage the moment a card lands. Its spells point at the enemy: Flare, Spark Rain, Firebrand and Meteor can all hit the enemy ward when the lane is empty. The price is health. Many Ember Shardlings break easily, so Ember wants the game over before the opponent’s big Shardlings arrive.
At a glance
| Shardlings | 19 |
|---|---|
| Spells | 7 |
| Traps | 4 |
| Keywords in this class | Sparkstrike (5), Rampage (5), Swift (3), Pierce (3), Deathwish (2), Wildfire (1) |
| Starter decks with this class | Ember + Iron, Ember + Root, Ember + Mist |
How to play it
- Play to the empty lanes. A Shardling with nothing opposite hits the ward every turn, and Ember’s damage spells also go to the ward when the lane is empty.
- Save Sparkstrike cards for a Shardling you want gone. Ashpaw, Emberstrider and Magmadrake deal their damage when they are played, before the enemy can answer.
- Rampage likes a weak target. Magmadrake, Furnacetusk and Ashphoenix attack again after destroying the Shardling opposite, so clear the small one first.
- Count to 25. Firebrand (3 to the ward) and Meteor (6 to an empty lane) often finish a match a turn earlier than expected.
Evolution lines
Other Shardlings
Spells and traps
Questions
Which Ember card is the strongest?
There is no single answer, but the two Legendaries, Cinderlord and Magmadrake, change a match the moment they land: Cinderlord deals 2 damage to every enemy lane, Magmadrake deals 2 to the lane opposite and attacks again after a kill.
Which class goes best with Ember?
Every pair has its own plan. Ember + Iron adds armour behind the attackers, Ember + Root adds healing, Ember + Mist adds card draw and tricks. The three starter decks show each plan.