- Call of the ForestabilityDeck core
- Replace : Solar healT6to buy
- toxDeck core
Aleera + Apprentice of Death
Aleera + Apprentice of Death (with Spirit of the Fauna and Commando Gerz) is part of the SPAM 1.26 tier list at Bronze · Silver; with these talents it is tier C at Celeste · Legend, B at Gold · Crystal and A at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 7.3 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · SilverA
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.
- Word-ChewabilityDeck core
- Replace : Punching BagT2to buy
- Replace : ShadowheartT8to buy
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
- Nocturnal BurnabilityDeck core
- toxReplaceable
- Replace : AvengerT4to 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
- T2Poison
- T4Poison
- T6Inversion
- T8Shadowheart
Poison
Aleera, Nightmare-Eater · Common
Replace : Punching Bag
Poison
Apprentice of Death · Rare
Replace : Avenger
Inversion
Spirit of the Fauna · Rare
Replace : Solar heal (ability)
Shadowheart
Aleera, Nightmare-Eater · Epic
Replace : Shadowheart
Expected value of a random purchase, before → after this plan: +2.9% → +0%
Avoid for this deck
AoE · Shield · Lucky · Waterheart · Lightheart · Earthheart · Vitalheart · Vanish · Smoke · Freeze · Immunity · Shapeshifter · Mimicry · Multiplier · Optimisation · Taunt · Reset · Punching Bag · Ancient Healing · Spamland · 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 -4.1% · 9 turnsSecond +4.1% · 8.2 turns
- Fragile deck+17.9%6.6 turns · strength
- Tank deck-28.7%10.9 turns · weakness
- Resists Fire-2.2%8.4 turns
- Resists Water0%8.2 turns
- Resists Earth-0.4%8.3 turns
- Resists Nature-2.5%8.5 turns
- Resists Shadow-20.6%9.7 turns · weakness
- Resists Light-0.4%8.3 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 7.3 turns.
- 220 healing over the game.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 9.7 turns.
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 4: first big hit, Word-Chew (Aleera, Nightmare-Eater).
- Turn 6: damage peak (1,120).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Armor
Spirit of the FaunaWhenever a card on the field dies, this card's elemental resistances increase by (+10%)
RecommendedF/W-Shield
Aleera, Nightmare-EaterFire resistance (+25%) Water resistance (+25%)
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
RecommendedHow it wins
Generation
Commando Gerz (+12 Earth, +12 Light); Spirit of the Fauna (+8 Nature). First bonuses on turn 2.
Damage
Word-Chew (Aleera, Nightmare-Eater): 52% of the damage; Nocturnal Burn (Apprentice of Death): 32% of the damage. 2,960 useful damage, opponent eliminated in 7.3 turns.
Survival
220 healing over the game, mostly from Spirit of the Fauna. 6,008 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 1Abilities on cooldown.
Abilities on cooldown.
02Turn 2249 damage
See the rest of the planCollapse the plan+8 turns
04Turn 4819 damage
05Turn 5Abilities on cooldown.
Abilities on cooldown.
06Turn 61,120 damage
08Turn 8291 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.