- ExplosionabilityKeep
- Replace : EmberguardT4to buy
- Free slotT2to buy
Midrange Fire / Water · 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 FlamesabilityReplaceable
- BlazeabilityReplaceable
- Free slotT6to buy
- Nocturnal BurnabilityKeep
- toxReplaceable
- toxKeep
- Elemental ChaosabilityKeep
- MultiboostabilityReplaceable
- Free slotto 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.
AoE
Prisoner of the Machine · Epic
Multiplier
Prisoner of the Machine · Rare
Replace : Emberguard (ability)
Stun
Fire Spirit · Legendary
Expected value of a random purchase, before → after this plan: +3.2% → +0.1%
Avoid for this deck
Bomba · Brutal · Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Erosion · Random shapeshifter · Mimicry · Poison · Revenge · Punching Bag · Temporality
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+11.2%8 turns · strength
- Tank deck-22.7%14.2 turns · weakness
- Resists Fire-20.3%13.8 turns · weakness
- Resists Water-11.8%10 turns · weakness
- Resists Earth-11.8%10 turns · weakness
- Resists Nature-11.8%10 turns · weakness
- Resists Shadow-11.8%10 turns · weakness
- Resists Light-11.8%10 turns · weakness
Strengths
- 1 card with active generation.
- Estimated elimination in 9 turns.
Watch points
- Sensitive to Fire resistance: -20% score, elimination in 13.8 turns against that profile.
- Sensitive to Water resistance: -12% score, elimination in 10 turns against that profile.
- No control recorded by the model.
Four key moments
- 01Set up opening bonuses and talents.
- 02Fuel the Fire / Water axes.
- 03Simulated damage peak: turn 6.
- 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
RecommendedFire Heart
Fire SpiritStart the game with the "Fireheart" passive
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedMulti Start
Mistress of TintsGain (+3) in each element.
RecommendedWhy it works
Start the engine
Fire Spirit feed the composition with bonuses. The main axes are Fire / Water / Earth. Each bonus point increases damage and healing in its element by 10% in the model.
Convert your bonuses
Prisoner of the Machine + Mistress of Tints 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 3,118 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 129 damage
02Turn 253 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3442 damage
04Turn 4136 damage
06Turn 6801 damage
09Turn 9511 damage
10Turn 10Simulation complete.
Simulation complete.