Trials of Fire – Build and Composition Guide

Trials of Fire – Build and Composition Guide 1 -
Trials of Fire – Build and Composition Guide 1 -

Table of Contents

Welcome, and we hope you find our Trials of Fire – Build and Composition Guide Guide to be useful.

This article offers some advice on how to make Cataclysm 10 run smoothly.

The Composition

The build is alchemist/occultist/warrior, but alchemist/occultist/spirit speaker works fine if you like summoner playstyle more. See below for spirit speaker.
The greatest synergy in this competition is with alchemists and occultists. The third hero’s position is very flexible.

Heroes Passives
Alchemist At the start of your turn, upgrade a random card in hand.
Occultist The first time each turn that you play a non-movement,non-power card that affects one or more friendly heroes, one of those heroes draws a card.
Warrior Once per turn, when you’ve played a card, and you are in close proximity to an opponent, you must defend 2 against all other heroes.
Spirit Speaker If it is appropriate, the first card you play during your turn will have the following effects:+1 defense,+1 attack damage, and +2summons health


The Build

This builds build on two parts The draw as well as the win.


For the win portion, the main ingredient of this build is the alchemist card “metamorphosis”.

replace each other card in your hand, 
with a choice from 3 random cards costing 1 more willpower, 
then reduce its cost by 2.

Although you can only hold 6 cards, when you create decks around it, it is possible to have 5 more cards that cost less than 2 in your hand. i.e. 10 extra willpower for each turn

Cost of card before morphs card cost after morphs The cost of the card is less than 2 Comments
0 1 0 Not recommended. If you can reduce 2 or 0 then why not reduce 1 to 0.
1 2 0 Zero cost is their biggest advantage, if they lack willpower
2 3 1 Most 3-cost cards are strong. Note that about half of the time, there is summon in a deck, there is 1 willpower to have an 5-9 HP creature on board
3 4 2 Only 2 cards with a cost of 4 in-game, fireball(can cause burns as a magic damage starter),blade swarm(also good card, usually not the pick)
4 5 3 Only 1 card in the game, sand golem, with aoe melee attack auto regenerate armor each turn

With “controlled” morphs, you can handle most situation purposely.

For instance, the boss elven illusionist can create two illusions per turn, so it is best to alter summons with a cost of 3 to poke the illusion every turn. Make some aoe-type cards, rather than use only one target card to them(highly likely to throw away one card).

It is best to have two metamorphoses in the deck. (I have a run that has only 1 morph and there’s a game mechanic that everytime you shuffle your deck an exhausted card is added to the deck. Everything works fine until the final boss is 200+HP, too many shuffles exhausted causes the deck to die.)


The draw part is available in the 2 chapters that follow, which are available from the comments on each card.

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