- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- toxDeck core
Apprentice of Death + Fire Spirit
Apprentice of Death + Fire Spirit (with Pyrocock and Squall) is part of the SPAM 1.28.1 tier list at Bronze · Silver; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Elemental ramp deck across 3 elements, estimated elimination in 9.1 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
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.
- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT4to buy
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT6to buy
- Replace : AvengerT8to buy
- Breath of FlamesabilityDeck core
- BlazeabilityDeck core
- Free slotT2to 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
- T2Graveyard
- T4Berserk
- T6Graveyard
- T8Berserk
- T10skip
Graveyard
Fire Spirit · Common
Berserk
Squall, Emissary of Nightmares · Rare
Replace : Berserk
Graveyard
Apprentice of Death · Rare
Replace : Graveyard
Berserk
Apprentice of Death · Epic
Replace : Avenger
Expected value of a random purchase, before → after this plan: +7% → +0%
Avoid for this deck
Brutal · Camouflage · Waterheart · Earthheart · Erosion · Inversion · Shapeshifter · Multiplier · Optimisation · Poison · Taunt · Reset · 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 -0.8% · 10.1 turnsSecond +0.8% · 9.8 turns
- Fragile deck+19.8%7.3 turns · strength
- Tank deck-41.1%14.4 turns · weakness
- Resists Fire-34.2%12.8 turns · weakness
- Resists Water0%9 turns
- Resists Earth0%9 turns
- Resists Nature-6.4%9.5 turns · weakness
- Resists Shadow-11.9%10 turns · weakness
- Resists Light-0.6%9 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 9.1 turns.
- Has control effects.
Weak spots
- Struggles against a deck resisting Fire: elimination in 12.8 turns.
- Struggles against a deck resisting Shadow: elimination in 10 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Fire Spirit).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 9: damage peak (795).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedOne Man Army
Squall, Emissary of NightmaresEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedFire Heart
Fire SpiritStart the game with the "Fireheart" passive
RecommendedHow it wins
Generation
Fire Spirit (+8 Fire); Squall, Emissary of Nightmares (+12 Fire, +12 Light); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 1.
Damage
Cry of the Perch (Pyrocock): 36% of the damage; Nocturnal Burn (Apprentice of Death): 35% of the damage. 3,040 useful damage, opponent eliminated in 9.1 turns.
Survival
No healing: with 5,382 effective HP, the deck has to win before it wears down.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.