- ExplosionabilityKeep
- EmberguardabilityKeep
- Free slotT2to buy
Midrange Fire / Light · Prisoner of the Machine
Four cards. A shared purpose.
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.
- Breath of FlamesabilityKeep
- BlazeabilityKeep
- Free slotT6to buy
- Cosmic FlamesabilityKeep
- Replace : Cosmic LightT4to buy
- toxKeep
- Nocturnal BurnabilityKeep
- toxKeep
- 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.
AoE
Prisoner of the Machine · Epic
Graveyard
Squall, Emissary of Nightmares · Rare
Replace : Cosmic Light (ability)
Stun
Fire Spirit · Legendary
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
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.
- Fragile deck-0.5%9 turns
- Tank deck-22.4%13.7 turns · weakness
- Resists Fire-21.4%13.5 turns · weakness
- Resists Water0%9 turns
- Resists Earth0%9 turns
- Resists Nature0%9 turns
- Resists Shadow-12.5%11.9 turns · weakness
- Resists Light0%9 turns
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
- 01Set up opening bonuses and talents.
- 02Fuel the Fire / Light axes.
- 03Simulated damage peak: turn 9.
- 04Estimated elimination: 9 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Punching Bag
Prisoner of the MachineStart the game with the "Punching Bag" passive
RecommendedCavalry
Fire SpiritIncreases the max HP of all other allied cards by (+150)
RecommendedOne Man Army
Squall, Emissary of NightmaresWhenever a card on the field dies, the base damage of this attack is increased by (+5)
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedWhy 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
02Turn 244 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3292 damage
04Turn 4116 damage
05Turn 5159 damage
06Turn 6596 damage
09Turn 9746 damage
10Turn 10Simulation complete.
Simulation complete.