- Chirp-chirp-chirpabilityDeck core
- QuintetabilityDeck core
- Free slotT6to buy
Hatchlings of Midas + Melody of Divinities
Hatchlings of Midas + Melody of Divinities (with Cloudy Rodent and Commando Gerz) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier C in all three ranks. Elemental ramp deck in Light, estimated elimination in 9.1 turns; first Tox to aim for: AoE on turn 2.
By rank, with these talentsCeleste · LegendCGold · 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.
- Celestial ArrowsabilityDeck core
- Replace : Divine JudgmentT4to buy
- Free slotT2to buy
- LightningabilityDeck core
- toxDeck core
- Replace : AoET8to buy
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT10to 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
- T2AoE
- T4Poison
- T6Heart Resistance
- T8Lightheart
- T10Berserk
AoE
Melody of Divinities · Common
Poison
Melody of Divinities · Common
Replace : Divine Judgment (ability)
Heart Resistance
Hatchlings of Midas · Rare
Lightheart
Cloudy Rodent · Epic
Replace : AoE
Berserk
Commando Gerz · Epic
Replace : Berserk
Expected value of a random purchase, before → after this plan: +1.6% → +0%
Avoid for this deck
Brutal · Waterheart · Shadowheart · Fireheart · Natureheart · Earthheart · Erosion · Inversion · Shapeshifter · Optimisation · Poison · Taunt · 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 -3.4% · 10.4 turnsSecond +3.4% · 9.8 turns
- Fragile deck+4.9%8.7 turns
- Tank deck-26.3%14.1 turns · weakness
- Resists Fire0%9.1 turns
- Resists Water0%9.1 turns
- Resists Earth-0.7%9.2 turns
- Resists Nature0%9.1 turns
- Resists Shadow0%9.1 turns
- Resists Light-25%13.6 turns · weakness
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 9.1 turns.
- 444 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 13.6 turns.
- Relies on Celestial Arrows (Melody of Divinities).
How the game goes
- Turn 2: first bonuses (Hatchlings of Midas).
- Turn 8: first big hit, Celestial Arrows (Melody of Divinities).
- Turn 10: damage peak (2,930).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Breath-8
Hatchlings of MidasGains the Elemental Breath attack at the start of turn 8
RecommendedOne Man Army
Melody of DivinitiesEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+5).
RecommendedL-Shield
Cloudy RodentShadow resistance (+25%) Light resistance (+25%)
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHow it wins
Generation
Hatchlings of Midas (+12 Light); Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 2.
Damage
Celestial Arrows (Melody of Divinities): 84% of the damage; Lightning (Cloudy Rodent): 13% of the damage. 2,920 useful damage, opponent eliminated in 9.1 turns.
Survival
444 healing over the game, mostly from Hatchlings of Midas. 4,298 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 1Abilities on cooldown.
Abilities on cooldown.
02Turn 2285 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.
Abilities on cooldown.
04Turn 4623 damage
05Turn 5Abilities on cooldown.
Abilities on cooldown.
06Turn 61,325 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.