Agrael is an Inferno hero in Might & Magic: Fates. Inferno is the demonic fire faction — it wins by flooding the board with cheap creatures, pressuring relentlessly, and finishing with direct Fire damage to the enemy hero.
This guide covers Inferno's aggressive game plan, the cards that make an Agrael deck tick, a sample swarm-burn list, and how to mulligan for an explosive start.
Agrael's Playstyle
Inferno is a tempo-aggro faction. Agrael wants to apply pressure every single turn, trade only when it's profitable, and use cheap Fire spells as both removal and reach to the face.
- Flood the board early with one- and two-cost demons and Breeder Larva.
- Keep pushing damage — you usually win the race, so don't slow down without reason.
- Burn for reach — Fire spells close out games the board can't finish.
Key Cards
These cards define a Agrael deck — build around them:
| Cost | Card | What it does |
|---|---|---|
| 4 | Ignatius Legendary | Your Fire spells cost 0 during the combat phase — a burn engine. |
| 6 | Phiras, Prince of Annihilation Legendary | Gives adjacent characters Cleave for huge board swings. |
| 3 | Breeder Matron Epic | Grows whenever you summon a creature — rewards swarming. |
| 3 | Spawning Chamber Epic | Summons 2 Breeder Larva to refill the board. |
| 6 | Doom Bringer Epic | Deals 3 damage straight to the enemy hero on arrival. |
Sample Agrael Deck (Burn & Swarm Aggro)
A solid starting list. Treat copy counts as flexible — tune them with your own results.
Early game (cost 0–2)
| Cost | Card | Role |
|---|---|---|
| 1 | Breeder Larva | Cheap body + chip damage, swarm fuel |
| 1 | Imp | Taxes the opponent's spells |
| 2 | Frenzied Maniac | 4/1 — maximum early pressure |
| 2 | Darkflame Fanatic Rare | Adds a Firebolt for extra reach |
Mid game & payoffs
| Cost | Card | Role |
|---|---|---|
| 3 | Breeder Matron Epic | Swarm payoff |
| 5 | Soul-Consuming Efreet Epic | Board damage to clear blockers |
| 6 | Doom Bringer Epic | Direct hero damage finisher |
Spells & removal
| Cost | Card | Role |
|---|---|---|
| 0 | Firebolt | 1 damage anywhere — removal or reach |
| 2 | Heatwave | Splash damage to clear small boards |
| 2 | Agony | Destroys a creature costing 3 or less |
| 2 | Blind | Stun a blocker to push lethal |
| 1 | Fiery Weapon Rare | Removal plus a +3 Attack buff |
Mulligan Guide
Agrael wants to act on every early turn. In your opening hand:
- Keep one- and two-cost demons so you can curve out turn 1–2.
- Keep Firebolt — cheap, flexible removal or reach.
- Redraw six-cost cards like Doom Bringer; they're too slow for the opening hand.
For the full keep-or-redraw framework, see our Might & Magic Fates Mulligan Guide.
Matchups & Tips
- Vs control: race them and save burn for the face — don't let the game go long.
- Vs aggro: use Heatwave and Hellfire Bloater to stabilize the board, then push back.
- General: calculate lethal early; Fire spells often add the last few points the board can't reach.
Track Your Agrael Win Rate
FatesForge automatically records every match, shows your win rate by deck, and tracks which cards actually perform — plus a live overlay of your remaining deck. Free for Windows.
Download FatesForge