- Lava-flowabilityDeck core
- Replace : FireheartT8to buy
- toxDeck core
Pyro + Apprentice of Death
Pyro + Apprentice of Death (with Wibs the Blazing and Fire Spirit) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Elemental ramp deck in Fire and Shadow, estimated elimination in 7.2 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalCBronze · SilverC
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
- toxReplaceable
- toxDeck core
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT6to 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
- T2Poison
- T4Phoenix
- T6Poison
- T8Fireheart
Poison
Pyro · Common
Phoenix
Fire Spirit · Rare
Poison
Pyro · Rare
Fireheart
Wibs the Blazing · Epic
Replace : Fireheart
Expected value of a random purchase, before → after this plan: +4.1% → +0%
Avoid for this deck
AoE · Waterheart · Lightheart · Natureheart · Earthheart · Eternity · Freeze · Inversion · Shapeshifter · Optimisation · Taunt · Reset · 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 +12.9% · 9 turnsSecond -12.9% · 11.2 turns
- Fragile deck+32.6%7.2 turns · strength
- Tank deck-29.8%13.2 turns · weakness
- Resists Fire-24.4%12.4 turns · weakness
- Resists Water0%9.6 turns
- Resists Earth0%9.6 turns
- Resists Nature0%9.6 turns
- Resists Shadow-6.1%10.3 turns · weakness
- Resists Light0%9.6 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 7.2 turns.
Weak spots
- Struggles against a deck resisting Fire: elimination in 12.4 turns.
- Struggles against a deck resisting Shadow: elimination in 10.3 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 5: damage peak (705).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
F/E-Shield
Wibs the BlazingFire resistance (+25%) Earth resistance (+25%)
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedCavalry
Fire SpiritIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Pyro (+6 Fire); Fire Spirit (+8 Fire). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 57% of the damage; Conflagration (Pyro): 24% of the damage. 2,920 useful damage, opponent eliminated in 7.2 turns.
Survival
No healing: with 2,918 effective HP, the deck has to win before it wears down.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 1134 damage
02Turn 2173 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3511 damage
04Turn 4246 damage
05Turn 5705 damage
06Turn 6637 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.