Ramp Fire / Water · Prisoner of the Machine

Four cards. A shared purpose.

AccessibleElemental rampFireWater
BTier71.7% · 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.

Wibs the Blazing

Fire · Common

  1. Lava-flowabilityKeep
  2. toxKeep
  3. toxKeep

Prisoner of the Machine

Fire · Common

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

Fire Spirit

Fire · Common

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

Amber

Fire · Rare

  1. Amber MistabilityKeep
  2. Misty BlazeabilityKeep
  3. Free slot
    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 openings212 Spamtons generated+36% Plan potential
T2

AoE

Prisoner of the Machine · Epic

+11.2%
T4

Multiplier

Prisoner of the Machine · Rare

Replace : Emberguard (ability)

+22.5%
T6

Stun

Fire Spirit · Legendary

+2.3%

Expected value of a random purchase, before → after this plan: +0.5% → +0.1%

Avoid for this deck

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

Theoretical score10,367
Estimated elimination9 turns
Effective HP3,742
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

  • 3 cards with active generation.
  • Estimated elimination in 9 turns.
  • Control effects contributing to the model’s score.

Watch points

  • Sensitive to Fire resistance: -15% score, elimination in 12.4 turns against that profile.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire / Water 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

Increasing Error

Wibs the Blazing

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

Recommended

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

F/W-Shield

Amber

Fire resistance (+25%) Water resistance (+25%)

Recommended
Adapt in the workshop

Why it works

Start the engine

Wibs the Blazing, Fire Spirit, Amber feed the composition with bonuses. The main axes are Fire / Water. 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 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 3,742 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 180 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
55
Prisoner of the Machine
ExplosionPrisoner of the Machine
12
Fire Spirit
Breath of FlamesFire Spirit
13Fire +1
02Turn 2109 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
59
Prisoner of the Machine
ExplosionPrisoner of the Machine
33
Fire Spirit
Breath of FlamesFire Spirit
17Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3271 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Amber
Misty BlazeAmber
57Fire +4
Wibs the Blazing
Lava-flowWibs the Blazing
67
Prisoner of the Machine
ExplosionPrisoner of the Machine
72
Amber
Amber MistAmber
50Water +4
Fire Spirit
Breath of FlamesFire Spirit
25Fire +1
04Turn 4217 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
72
Prisoner of the Machine
ExplosionPrisoner of the Machine
115
Fire Spirit
Breath of FlamesFire Spirit
30Fire +1
05Turn 5279 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
77
Prisoner of the Machine
ExplosionPrisoner of the Machine
168
Fire Spirit
Breath of FlamesFire Spirit
34Fire +1
06Turn 6492 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Amber
Misty BlazeAmber
93Fire +4
Wibs the Blazing
Lava-flowWibs the Blazing
84
Prisoner of the Machine
ExplosionPrisoner of the Machine
242
Amber
Amber MistAmber
73Water +4
07Turn 7390 damage
Wibs the Blazing
Lava-flowWibs the Blazing
87
Prisoner of the Machine
ExplosionPrisoner of the Machine
303
08Turn 8459 damage
Wibs the Blazing
Lava-flowWibs the Blazing
90
Prisoner of the Machine
ExplosionPrisoner of the Machine
369
09Turn 9778 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Amber
Misty BlazeAmber
121Fire +4
Wibs the Blazing
Lava-flowWibs the Blazing
96
Prisoner of the Machine
ExplosionPrisoner of the Machine
469
Amber
Amber MistAmber
92Water +4
10Turn 10Simulation complete.

Simulation complete.