- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- toxReplaceable
Wibs the Blazing + Apprentice of Death
Wibs the Blazing + Apprentice of Death (with Squall and Keria) is part of the SPAM 1.26 tier list at Bronze · Silver; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Midrange deck in Fire and Shadow, estimated elimination in 7.5 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalCBronze · 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.
- Lava-flowabilityDeck core
- toxReplaceable
- toxDeck core
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT4to buy
- toxDeck core
- Allied FireabilityDeck core
- IgnitionabilityDeck 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
- T4Graveyard
- T6skip
- T8skip
Graveyard
Keria · Common
Graveyard
Apprentice of Death · Rare
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +3.2% → +0%
Avoid for this deck
AoE · Bomba · Shield · Brutal · Waterheart · Lightheart · Natureheart · Earthheart · Vitalheart · Vanish · Erosion · Eternity · Smoke · Freeze · Inversion · Shapeshifter · Multiplier · Optimisation · Poison · Taunt · Reset · Revenge · Ancient Healing · Temporality · Tenacity · Vampirism · 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 +8.9% · 8.7 turnsSecond -8.9% · 9.2 turns
- Fragile deck+30%7.1 turns · strength
- Tank deck-45.5%11.9 turns · weakness
- Resists Fire-31.5%10.4 turns · weakness
- Resists Water0%8.4 turns
- Resists Earth0%8.4 turns
- Resists Nature0%8.4 turns
- Resists Shadow-22.5%9.3 turns · weakness
- Resists Light-1%8.5 turns
Strengths
- Eliminates the opponent in 7.5 turns.
Weak spots
- Struggles against a deck resisting Fire: elimination in 10.4 turns.
- Struggles against a deck resisting Shadow: elimination in 9.3 turns.
- No healing.
How the game goes
- Turn 3: first bonuses (Squall, Emissary of Nightmares).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 6: damage peak (982).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
One 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).
RecommendedInscribed
Wibs the BlazingThe card is immune to Vanish effects
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
RecommendedEternalized
KeriaThe card is immune to Eternity effects
RecommendedHow it wins
Generation
Squall, Emissary of Nightmares (+8 Fire, +8 Light). First bonuses on turn 3.
Damage
Nocturnal Burn (Apprentice of Death): 61% of the damage; Lava-flow (Wibs the Blazing): 21% of the damage. 2,960 useful damage, opponent eliminated in 7.5 turns.
Survival
No healing: with 3,296 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.
See the rest of the planCollapse the plan+8 turns
03Turn 3558 damage
06Turn 6982 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.