Ramp Fire · Prisoner of the Machine

Four cards. A shared purpose.

AccessibleElemental rampFire
CTier66.8% · Relative indexv1.19

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.

Prisoner of the Machine

Fire · Common

  1. ExplosionabilityKeep
  2. Replace : EmberguardT4
    to buy
  3. Free slotT2
    to buy

Wibs the Blazing

Fire · Common

  1. Lava-flowabilityKeep
  2. toxKeep
  3. toxKeep

Fire Spirit

Fire · Common

  1. Breath of FlamesabilityKeep
  2. BlazeabilityReplaceable
  3. Free slotT6
    to buy

Dragon of the Infernal City

Fire · Common

  1. Draconic DualityabilityKeep
  2. toxReplaceable
  3. Free slotT8
    to buy

Tox priorities

Priority order: which Tox to aim for at each shop opening, and which ability slot to put it in. Prices are not published by the Spamdex, so the plan ignores them; draws remain random.

4 shop openings194 Spamtons generated+32.1% Plan potential
T2

AoE

Prisoner of the Machine · Epic

+14.7%
T4

Multiplier

Prisoner of the Machine · Rare

Replace : Emberguard (ability)

+8.4%
T6

Berserk

Fire Spirit · Rare

+4.5%
T8

Fireheart

Dragon of the Infernal City · Rare

+4.5%

Expected value of a random purchase, before → after this plan: +1.8% → +0.1%

Avoid for this deck

Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Backlash · Random shapeshifter · Temporality

Theoretical score11,639
Estimated elimination8 turns
Effective HP2,970
Healing-800

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral (700 HP, 10% resistance), fragile, tank, and six decks resisting one element (+25%). Score gap against the neutral profile, the one used for the displayed gameplan.

Strengths

  • 3 cards with active generation.
  • Estimated elimination in 8 turns.
  • Control effects contributing to the model’s score.

Watch points

  • Sensitive to Fire resistance: -20% score, elimination in 10.9 turns against that profile.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire axes.
  3. 03Simulated damage peak: turn 8.
  4. 04Estimated elimination: 8 turns.

Model ranking

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

Understanding the scores

Talents

Punching Bag

Prisoner of the Machine

Start the game with the "Punching Bag" passive

Recommended

Increasing Error

Wibs the Blazing

Each time this card attacks, a random enemy card loses 3% accuracy

Recommended

Fire Heart

Fire Spirit

Start the game with the "Fireheart" passive

Recommended

Fire Heart

Dragon of the Infernal City

Start the game with the "Fireheart" passive

Recommended
Adapt in the workshop

Why it works

Start the engine

Wibs the Blazing, Fire Spirit, Dragon of the Infernal City feed the composition with bonuses. The main axes are Fire. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Prisoner of the Machine + Wibs the Blazing have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 8 turns. Check the curve to see when the investment pays off.

Protect the composition

Prisoner of the Machine provide support or control tools. The model estimates 2,970 effective HP and -800 healing. Healing is limited: check whether the offensive tempo fits your plan.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 186 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
57
Prisoner of the Machine
ExplosionPrisoner of the Machine
14
Fire Spirit
Breath of FlamesFire Spirit
15Fire +1
02Turn 2174 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
63
Prisoner of the Machine
ExplosionPrisoner of the Machine
40
Dragon of the Infernal City
Draconic DualityDragon of the Infernal City
50
Fire Spirit
Breath of FlamesFire Spirit
21Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3174 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
69
Prisoner of the Machine
ExplosionPrisoner of the Machine
78
Fire Spirit
Breath of FlamesFire Spirit
27Fire +1
04Turn 4319 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Dragon of the Infernal City
Draconic DualityDragon of the Infernal City
81
Wibs the Blazing
Lava-flowWibs the Blazing
75
Prisoner of the Machine
ExplosionPrisoner of the Machine
130
Fire Spirit
Breath of FlamesFire Spirit
33Fire +1
05Turn 5317 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
82
Prisoner of the Machine
ExplosionPrisoner of the Machine
195
Fire Spirit
Breath of FlamesFire Spirit
40Fire +1
06Turn 6515 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Dragon of the Infernal City
Draconic DualityDragon of the Infernal City
112
Wibs the Blazing
Lava-flowWibs the Blazing
88
Prisoner of the Machine
ExplosionPrisoner of the Machine
269
Fire Spirit
Breath of FlamesFire Spirit
46Fire +1
07Turn 7507 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
95
Prisoner of the Machine
ExplosionPrisoner of the Machine
360
Fire Spirit
Breath of FlamesFire Spirit
52Fire +1
08Turn 8711 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Dragon of the Infernal City
Draconic DualityDragon of the Infernal City
145
Wibs the Blazing
Lava-flowWibs the Blazing
102
Prisoner of the Machine
ExplosionPrisoner of the Machine
464
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.