Starfire was my first rare card. I got it in my first starter (Moonshadow). I was quite excited as I looked through that first deck. I built my first strategy around Starfire as a game winning condition.

I like this card. Other than Pyroblast it is the highest direct damage ability in the game. Other cards like Backstab can do more damage but they rely on other cards or effects to be in place to be able to do that kind of damage. Chain Lightning and Multi-Shot do more damage (6 each) but they spread the damage over multiple targets.

So Starfire is the biggest ability you can pack in the game. At a cost of 5 it is a little expensive but there are not many allies that can withstand the damage inflicted by Starfire, in the Heroes of Azeroth set only 13 allies (not counting Tewa Wildmane) have 6 or more health. And you get to draw a card to boot. The biggest limitation is that it is not an instant, so you need to play it during your turn and you can't use it to respond to a big threat.

One interesting Moonshadow combo available is Starfire and Nature's Swiftness. On turn 3 you can play Nature's Swiftness for 3, which allows you to play your next card for 5 less than the regular cost. A big 5 damage Starfire on turn three can really put a dent into your opponents plans.

Contrary to my first plans Starfire is not an effective victory condition. It can help with pesky cards like Lady Jaina Proudmoore. In my druid deck I run a couple for ally removel in the mid to late game stages. It can be as good as a vanquish against most decks and can turn the tide of battle.

This post was posted both as a review on tNook and as Churchof the Game post.

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