Midrange Fire / Light · Prisoner of the Machine

Four cards. A shared purpose.

IntermediateMidrangeFireLight
CTier65.3% · 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. EmberguardabilityKeep
  3. Free slotT2
    to buy

Fire Spirit

Fire · Common

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

Squall, Emissary of Nightmares

Shadow · Rare

  1. Cosmic FlamesabilityKeep
  2. Replace : Cosmic LightT4
    to buy
  3. toxKeep

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityKeep
  2. toxKeep
  3. toxKeep

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 openings203 Spamtons generated+25.1% Plan potential
T2

AoE

Prisoner of the Machine · Epic

+11.1%
T4

Graveyard

Squall, Emissary of Nightmares · Rare

Replace : Cosmic Light (ability)

+11.7%
T6

Stun

Fire Spirit · Legendary

+2.3%

Expected value of a random purchase, before → after this plan: +0.5% → +0%

Avoid for this deck

Berserk · Bomba · Brutal · Waterheart · Shadowheart · Fireheart · Lightheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Mimicry · Poison · Reset · Revenge · Punching Bag · Temporality · Avenger

Theoretical score9,968
Estimated elimination9 turns
Effective HP4,186
Healing-900

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

  • 2 cards with active generation.
  • Estimated elimination in 9 turns.

Watch points

  • Sensitive to Fire resistance: -21% score, elimination in 13.5 turns against that profile.
  • Sensitive to Shadow resistance: -13% score, elimination in 11.9 turns against that profile.
  • No control recorded by the model.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire / Light axes.
  3. 03Simulated damage peak: turn 9.
  4. 04Estimated elimination: 9 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

Cavalry

Fire Spirit

Increases the max HP of all other allied cards by (+150)

Recommended

One Man Army

Squall, Emissary of Nightmares

Whenever a card on the field dies, the base damage of this attack is increased by (+5)

Recommended

Hardening

Apprentice of Death

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

Recommended
Adapt in the workshop

Why it works

Start the engine

Fire Spirit, Squall, Emissary of Nightmares feed the composition with bonuses. The main axes are Fire / Light / Water. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Prisoner of the Machine + Apprentice of Death have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 9 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 4,186 effective HP and -900 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 125 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
12
Fire Spirit
Breath of FlamesFire Spirit
13Fire +1
02Turn 244 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
29
Fire Spirit
Breath of FlamesFire Spirit
15Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3292 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Apprentice of Death
Nocturnal BurnApprentice of Death
121
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
50Fire +3
Prisoner of the Machine
ExplosionPrisoner of the Machine
60
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
40Light +3
Fire Spirit
Breath of FlamesFire Spirit
21Fire +1
04Turn 4116 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
92
Fire Spirit
Breath of FlamesFire Spirit
24Fire +1
05Turn 5159 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
132
Fire Spirit
Breath of FlamesFire Spirit
27Fire +1
06Turn 6596 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Apprentice of Death
Nocturnal BurnApprentice of Death
199
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
89Fire +3
Prisoner of the Machine
ExplosionPrisoner of the Machine
222
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
86Light +3
07Turn 7514 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
246
Prisoner of the Machine
ExplosionPrisoner of the Machine
268
08Turn 8526 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
186
Prisoner of the Machine
ExplosionPrisoner of the Machine
340
09Turn 9746 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
157Fire +3
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
146Light +3
Prisoner of the Machine
ExplosionPrisoner of the Machine
443
10Turn 10Simulation complete.

Simulation complete.