Imps like being on fire. They just do.
How to get
|Card packs||Regular, Golden||1~2|
Two copies of golden Flame Imp (Core) are obtained for winning 50 games as warlock.
The cost of the Flame Imp's low mana cost is paid for with the player's health. As a 1 mana 3/2 minion, the Flame Imp provides the warlock with a cheap alternative for early game pressure and burst. Consider the fact that you can drop this on turn 1 and on turn 2 you buff it with to make it a 5/4, making for very good early pressure.
A staple pick for aggressive warlock decks, the Flame Imp is ideally played on turn 1, often alongside a , shielding it from attack. Flame Imp generally loses its value as the game progresses, as mana becomes more plentiful and Health generally less so.
It has great synergy with , immediately giving the Watcher +2/2 due to his hero-damaging Battlecry.
- ▶️Is this really necessary?
- ▶️<death sound>
- The imps are a mischievous and nefarious race of small, fiendish creatures. The simplest of the summoning spells a warlock can learn is that of the imp. Before they are imparted to this, they must prove that they have the necessary magical and physical ability. Though it lacks physical strength, it possesses powers and a cleverness that serve warlocks well. All imps however are afraid of rainbows.
- The artwork for this card comes from the World of Warcraft Trading Card Game "Drums of War" series, for the card Gakmat.
- Year of the Gryphon rotation (2021-03-30): Moved from Classic to Legacy set.
- Patch 184.108.40.20617 (2013-12-10): Flame Imp’s Battlecry now deals 3 damage (up from 2).
- Patch 220.127.116.1188 (2013-06-22): No longer has Stealth.
- Previously: Stealth. Battlecry: Deal 2 damage to your hero. [3 Attack, 2 Health, 1 mana, Common]