- HazardoabilityDeck core
- BeaconabilityDeck core
- Free slotT2to buy
Hatchlings of Midas + Abyssal Lightbearer
Hatchlings of Midas + Abyssal Lightbearer (with Wyrmling of Lights and Sky Dragon) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier D in all three ranks. Midrange deck in Nature and Light, estimated elimination in 11.4 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverD
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.
- Peaceful GlowabilityDeck core
- Replace : Thoughtful AidT10to buy
- Free slotT4to buy
- Dazzling BreathabilityDeck core
- Call of the ForestabilityDeck core
- toxDeck core
- Chirp-chirp-chirpabilityDeck core
- Replace : QuintetT8to buy
- Free slotT6to 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
- T4Graveyard
- T6Phoenix
- T8Graveyard
- T10Berserk
Graveyard
Abyssal Lightbearer · Common
Graveyard
Wyrmling of Lights · Rare
Phoenix
Hatchlings of Midas · Common
Graveyard
Hatchlings of Midas · Epic
Replace : Quintet (ability)
Berserk
Wyrmling of Lights · Epic
Replace : Thoughtful Aid (ability)
Expected value of a random purchase, before → after this plan: +10.7% → +0%
Avoid for this deck
Shadowheart · Fireheart · Earthheart · Heart Resistance · Inversion · Shapeshifter · Mimicry · Reset · Revenge · Punching Bag · Temporality · Tenacity
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 +0.4% · 15.4 turnsSecond -0.4% · 16 turns
- Fragile deck+39.5%11.6 turns · strength
- Tank deck-24.9%20.2 turns · weakness
- Resists Fire0%15 turns
- Resists Water-1.8%15.5 turns
- Resists Earth0%15 turns
- Resists Nature-9.2%16.9 turns · weakness
- Resists Shadow0%15 turns
- Resists Light-11.5%17 turns · weakness
Strengths
- 3 cards generate bonuses.
- 794 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Light: elimination in 17 turns.
- Struggles against a deck resisting Nature: elimination in 16.9 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 1: first bonuses (Wyrmling of Lights).
- Turn 4: first big hit, Beacon (Abyssal Lightbearer).
- Turn 7: damage peak (729).
- 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
One Man Army
Abyssal LightbearerEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+5).
RecommendedNew Life
Wyrmling of LightsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedUltimate Reset
Sky DragonThis card returns to 100% of its max HP if its attack defeats an enemy card.
RecommendedParadox
Hatchlings of MidasThis card's resistances are inverted: positive ones become negative, and vice versa.
RecommendedHow it wins
Generation
Wyrmling of Lights (+6 Light); Hatchlings of Midas (+6 Light); Sky Dragon (+20 Nature). First bonuses on turn 1.
Damage
Call of the Forest (Sky Dragon): 41% of the damage; Beacon (Abyssal Lightbearer): 27% of the damage. 2,559 useful damage, no elimination within 10 turns (estimated around turn 11).
Survival
794 healing over the game, mostly from Hatchlings of Midas. 2,401 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 143 damage
02Turn 252 damage
See the rest of the planCollapse the plan+8 turns
03Turn 354 damage
04Turn 4597 damage
05Turn 5341 damage
06Turn 6399 damage
07Turn 7729 damage
10Turn 10Abilities on cooldown.
Abilities on cooldown.