- Waltz of CloudsabilityDeck core
- Critical BreathabilityDeck core
- EarthstampabilityDeck core
Apprentice of Death + Deer of Mournful Colors
Apprentice of Death + Deer of Mournful Colors (with Aldrin & Gorakar and Wander Blades) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier B at Celeste · Legend, S at Gold · Crystal and S at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 7.2 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendBGold · CrystalSBronze · SilverS
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.
- Elemental DrainabilityDeck core
- toxDeck core
- Free slotT2to buy
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT8to buy
- toxDeck core
- toxReplaceable
- Replace : Heart ResistanceT6to buy
- Replace : LuckyT4to 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
- T4Berserk
- T6Reflection
- T8Graveyard
Poison
Deer of Mournful Colors · Common
Berserk
Wander Blades · Epic
Replace : Lucky
Reflection
Wander Blades · Epic
Replace : Heart Resistance
Graveyard
Apprentice of Death · Epic
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +6.6% → +0%
Avoid for this deck
Inversion · Shapeshifter · Optimisation · Taunt · 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 -1.3% · 7.7 turnsSecond +1.3% · 7.3 turns
- Fragile deck+17.4%5.3 turns · strength
- Tank deck-41.9%11.3 turns · weakness
- Resists Fire-11.4%8 turns · weakness
- Resists Water-0.1%7 turns
- Resists Earth-0.2%7 turns
- Resists Nature-6.3%7.5 turns · weakness
- Resists Shadow-4.5%7.4 turns
- Resists Light-0.1%7 turns
Strengths
- Eliminates the opponent in 7.2 turns.
- 478 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 8 turns.
- Struggles against a deck resisting Nature: elimination in 7.5 turns.
How the game goes
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 5: damage peak (854).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Blazing Field
Aldrin & GorakarFire bonus (+7).
RecommendedMulti Start
Deer of Mournful ColorsGain (+3) in each element.
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedCavalry
Wander BladesIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
No ability generates bonuses: the deck relies on its talents and starting Tox.
Damage
Nocturnal Burn (Apprentice of Death): 49% of the damage; Elemental Drain (Deer of Mournful Colors): 33% of the damage. 2,920 useful damage, opponent eliminated in 7.2 turns.
Survival
478 healing over the game, mostly from Deer of Mournful Colors. 3,255 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 186 damage
02Turn 2110 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3393 damage
04Turn 4110 damage
05Turn 5854 damage
06Turn 6738 damage
07Turn 7680 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.