Apprentice of Death + Scorch

Apprentice of Death + Scorch (with Sovereign of Flames and Wander Blades) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, B at Gold · Crystal and A at Bronze · Silver. Aggro deck in Fire and Shadow, estimated elimination in 6.1 turns; first Tox to aim for: Graveyard on turn 2.

Advanced collectionAggro / burstFireShadow
CTier63.6% · Relative indexv1.23

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.

Sovereign of Flames

Fire · Legendary

  1. Roaring EmberabilityDeck core
  2. Divine WarmthabilityDeck core
  3. IgnitionabilityDeck core

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityDeck core
  2. Replace : GraveyardT6
    to buy
  3. toxDeck core

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxDeck core
  3. Free slotT2
    to buy

Wander Blades

Shadow · Rare

  1. toxReplaceable
  2. toxDeck core
  3. Replace : LuckyT4
    to 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.

3 shop openings372 Spamtons generated+47.7% Plan potential

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

  1. T2Luck 4 · 73 SpamtonsGraveyard
  2. T4Luck 8 · 250 SpamtonsBerserk
  3. T6Luck 11 · 352 SpamtonsGraveyard
T2

Graveyard

Scorch, the Ignited Lizards · Rare

+23.7%
T4

Berserk

Wander Blades · Epic

Replace : Lucky

+17.4%
T6

Graveyard

Apprentice of Death · Epic

Replace : Graveyard

+6.6%

Expected value of a random purchase, before → after this plan: +2.2% → +0.1%

Avoid for this deck

AoE · Brutal · Waterheart · Lightheart · Natureheart · Earthheart · Vitalheart · Vanish · Erosion · Eternity · Smoke · Freeze · Inversion · Shapeshifter · Multiplier · Optimisation · Poison · Taunt · Reset · Revenge · Ancient Healing · Temporality · Vampirism · Avenger

Theoretical score11,599
Estimated elimination6.1 turns
Effective HP2,935
Healing42
Spamtons / turn35

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 +5.4% · 7.7 turnsSecond -5.4% · 8.7 turns

Strengths

  • Eliminates the opponent in 6.1 turns.
  • 42 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Fire: elimination in 10.4 turns.
  • Struggles against a deck resisting Shadow: elimination in 8.4 turns.
  • Only one generator: Scorch, the Ignited Lizards.

How the game goes

  1. Turn 1: first bonuses (Scorch, the Ignited Lizards).
  2. Turn 4: first big hit, Nocturnal Burn (Apprentice of Death).
  3. Turn 6: damage peak (969).
  4. Turn 7: opponent eliminated.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Critical

Sovereign of Flames

Critical bonus (+10%).

Recommended

Hardening

Apprentice of Death

Increases this card’s elemental resistances by (+15%).

Recommended

New Life

Scorch, the Ignited Lizards

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Recommended

Length

Wander Blades

At the start of your first turn, a random enemy card receives "Eternity"

Recommended
Adapt in the workshop

How it wins

Generation

Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth). First bonuses on turn 1.

Damage

Nocturnal Burn (Apprentice of Death): 85% of the damage; Divine Warmth (Sovereign of Flames): 9% of the damage. 2,920 useful damage, opponent eliminated in 6.1 turns.

Survival

42 healing over the game. 2,935 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 113 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
Roaring EmberSovereign of Flames
13 damage
02Turn 217 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
IgnitionSovereign of Flames
Sovereign of Flames
Roaring EmberSovereign of Flames
17 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3313 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Apprentice of Death
Nocturnal BurnApprentice of Death
292 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
21 damage
04Turn 4871 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
IgnitionSovereign of Flames
Apprentice of Death
Nocturnal BurnApprentice of Death
506 damage
Sovereign of Flames
Divine WarmthSovereign of Flames
330 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
35 damage
05Turn 5726 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
680 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
46 damage
06Turn 6969 damage
Sovereign of Flames
IgnitionSovereign of Flames
Apprentice of Death
Nocturnal BurnApprentice of Death
900 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
69 damage
07Turn 7638 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
638 damage
08Turn 8Simulation complete.

Simulation complete.

09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.