- Roaring EmberabilityDeck core
- Divine WarmthabilityDeck core
- IgnitionabilityDeck core
Apprentice of Death + Scorch
Apprentice of Death + Scorch (with Sovereign of Flames and Fire Spirit) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier C at Celeste · Legend, B at Gold · Crystal and A at Bronze · Silver. Midrange deck in Fire and Shadow, estimated elimination in 10.6 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · SilverA
Ideal setup: the abilities to keep and the Tox to aim for, slot by slot. You don’t need them all: the purchase plan gives the priority order.
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT8to buy
- toxDeck core
- FlameflowabilityDeck core
- Replace : Ancient HealingT6to buy
- Free slotT2to buy
- Breath of FlamesabilityDeck core
- BlazeabilityDeck core
- Free slotT4to buy
Tox priorities
The advised buying order, opening by opening, and the slot for each Tox. Draws stay random and high rarities come late. “Deck core” lines are only replaced by the same Tox in a better rarity.
Shop openings
At each opening: the odds of each rarity given the deck’s Luck on that turn, the Spamtons generated so far, and the advised purchase. One purchase per opening.
CommonRareEpicLegendary
- T2Graveyard
- T4Berserk
- T6Graveyard
- T8Graveyard
- T10skip
Graveyard
Scorch, the Ignited Lizards · Common
Berserk
Fire Spirit · Rare
Graveyard
Scorch, the Ignited Lizards · Rare
Replace : Ancient Healing
Graveyard
Apprentice of Death · Epic
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +43.3% → +0%
Avoid for this deck
Brutal · Waterheart · Lightheart · Natureheart · Earthheart · Erosion · Shapeshifter · Optimisation · Reset · Revenge · Temporality · Avenger
Opponent profiles
Score averaged over nine theoretical opponents, as no real meta can be observed: neutral, fragile, tank and six decks resisting one element, each played first and second. Score gap against the neutral profile, the one used for the displayed gameplan.
Play orderFirst -4.3% · 8.9 turnsSecond +4.3% · 8.3 turns
- Fragile deck+16.1%6.3 turns · strength
- Tank deck-38.7%12.2 turns · weakness
- Resists Fire-38%11.7 turns · weakness
- Resists Water0%7.6 turns
- Resists Earth0%7.6 turns
- Resists Nature0%7.6 turns
- Resists Shadow-18.7%9.5 turns · weakness
- Resists Light0%7.6 turns
Strengths
- 2 cards generate bonuses.
- 54 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Fire: elimination in 11.7 turns.
- Struggles against a deck resisting Shadow: elimination in 9.5 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 7: damage peak (777).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Shared Shield
Sovereign of FlamesIncreases the elemental resistances of all allied cards by (+10%).
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedCavalry
Fire SpiritIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth); Fire Spirit (+12 Fire). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 56% of the damage; Divine Warmth (Sovereign of Flames): 23% of the damage. 2,760 useful damage, no elimination within 10 turns (estimated around turn 11).
Survival
54 healing over the game. 3,386 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.