Midrange Fire / Water · Prisoner of the Machine

Four cards. A shared purpose.

IntermediateMidrangeFireWater
CTier57.5% · 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. Replace : EmberguardT4
    to buy
  3. Free slotT2
    to buy

Fire Spirit

Fire · Common

  1. Breath of FlamesabilityReplaceable
  2. BlazeabilityReplaceable
  3. Free slotT6
    to buy

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityKeep
  2. toxReplaceable
  3. toxKeep

Mistress of Tints

Earth · Rare

  1. Elemental ChaosabilityKeep
  2. MultiboostabilityReplaceable
  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 openings211 Spamtons generated+36.3% Plan potential
T2

AoE

Prisoner of the Machine · Epic

+23.1%
T4

Multiplier

Prisoner of the Machine · Rare

Replace : Emberguard (ability)

+11.4%
T6

Stun

Fire Spirit · Legendary

+1.8%

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

Theoretical score9,430
Estimated elimination9 turns
Effective HP3,118
Healing-800

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

  • 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

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire / Water axes.
  3. 03Simulated damage peak: turn 6.
  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

Fire Heart

Fire Spirit

Start the game with the "Fireheart" passive

Recommended

Hardening

Apprentice of Death

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

Recommended

Multi Start

Mistress of Tints

Gain (+3) in each element.

Recommended
Adapt in the workshop

Why 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
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
14
Fire Spirit
Breath of FlamesFire Spirit
15Fire +1
02Turn 253 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
35
Fire Spirit
Breath of FlamesFire Spirit
18Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3442 damage
Mistress of Tints
MultiboostMistress of Tints
All +3
Prisoner of the Machine
EmberguardPrisoner of the Machine
Fire Spirit
BlazeFire Spirit
Fire +1
Mistress of Tints
Elemental ChaosMistress of Tints
178
Apprentice of Death
Nocturnal BurnApprentice of Death
170
Prisoner of the Machine
ExplosionPrisoner of the Machine
70
Fire Spirit
Breath of FlamesFire Spirit
24Fire +1
04Turn 4136 damage
Fire Spirit
BlazeFire Spirit
Fire +1
Prisoner of the Machine
ExplosionPrisoner of the Machine
108
Fire Spirit
Breath of FlamesFire Spirit
28Fire +1
05Turn 5388 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
225
Prisoner of the Machine
ExplosionPrisoner of the Machine
163
06Turn 6801 damage
Mistress of Tints
MultiboostMistress of Tints
All +3
Prisoner of the Machine
EmberguardPrisoner of the Machine
Apprentice of Death
Nocturnal BurnApprentice of Death
280
Mistress of Tints
Elemental ChaosMistress of Tints
284
Prisoner of the Machine
ExplosionPrisoner of the Machine
237
07Turn 7518 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
209
Prisoner of the Machine
ExplosionPrisoner of the Machine
309
08Turn 8369 damage
Prisoner of the Machine
ExplosionPrisoner of the Machine
369
09Turn 9511 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Mistress of Tints
MultiboostMistress of Tints
All +3
Mistress of Tints
Elemental ChaosMistress of Tints
385
Apprentice of Death
Nocturnal BurnApprentice of Death
126
10Turn 10Simulation complete.

Simulation complete.