- Roaring EmberabilityDeck core
- Divine WarmthabilityDeck core
- IgnitionabilityDeck core
Pyro + Fire Spirit
Pyro + Fire Spirit (with Sovereign of Flames and Apprentice of Death) is the 28th deck with an advanced collection in the SPAM 1.23 tier list at Celeste · Legend (tier D); with these talents it is C at Bronze · Silver. Midrange deck in Fire and Shadow, estimated elimination in 7.7 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverC
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.
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
- Breath of FlamesabilityDeck core
- BlazeabilityDeck core
- Free slotT6to buy
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT8to buy
- toxDeck core
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
- T2Poison
- T4Fireheart
- T6Berserk
- T8Graveyard
Poison
Pyro · Common
Fireheart
Pyro · Rare
Berserk
Fire Spirit · Rare
Graveyard
Apprentice of Death · Epic
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +0.6% → +0%
Avoid for this deck
Bomba · Brutal · Waterheart · Lightheart · Natureheart · Earthheart · Erosion · Inversion · Shapeshifter · Mimicry · Multiplier · Mystery · Optimisation · Taunt · Reset · Revenge · Punching Bag · 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 +8.1% · 9.7 turnsSecond -8.1% · 11.6 turns
- Fragile deck+38.6%6.9 turns · strength
- Tank deck-36.7%14.9 turns · weakness
- Resists Fire-30.2%13.7 turns · weakness
- Resists Water0%10 turns
- Resists Earth0%10 turns
- Resists Nature0%10 turns
- Resists Shadow-3.7%10.4 turns
- Resists Light0%10 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 7.7 turns.
Weak spots
- Struggles against a deck resisting Fire: elimination in 13.7 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 8: damage peak (774).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Shared Shield
Sovereign of FlamesIncreases the elemental resistances of all allied cards by (+10%).
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedCavalry
Fire SpiritIncreases the max HP of all other allied cards by (+100)
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedHow it wins
Generation
Pyro (+6 Fire); Fire Spirit (+8 Fire). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 54% of the damage; Conflagration (Pyro): 22% of the damage. 2,920 useful damage, opponent eliminated in 7.7 turns.
Survival
No healing: with 3,563 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.
01Turn 179 damage
02Turn 2110 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3406 damage
04Turn 4362 damage
05Turn 5602 damage
06Turn 6213 damage
07Turn 7565 damage
08Turn 8775 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.