- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- Replace : ResetT2to buy
Wibs the Blazing + Keria the Bewitched
Wibs the Blazing + Keria the Bewitched (with Pyrocock and Apprentice of Death) is the 27th deck with an intermediate collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C); with these talents it is A at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 8.2 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · 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.
- Lava-flowabilityDeck core
- toxReplaceable
- toxDeck core
- OriflameabilityDeck core
- Critical IgnitionabilityDeck core
- Free slotT4to buy
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT6to buy
- Replace : AvengerT8to 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
- T4Ancient Healing
- T6Graveyard
- T8Berserk
Graveyard
Pyrocock · Common
Replace : Reset
Ancient Healing
Keria the Bewitched · Rare
Graveyard
Apprentice of Death · Rare
Replace : Graveyard
Berserk
Apprentice of Death · Epic
Replace : Avenger
Expected value of a random purchase, before → after this plan: +5.4% → +0.2%
Avoid for this deck
Bomba · Camouflage · Waterheart · Lightheart · Earthheart · Inversion · Shapeshifter · Mystery · Punching Bag · Temporality · Tenacity
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 +5.3% · 8.9 turnsSecond -5.3% · 9.8 turns
- Fragile deck+23.8%6.8 turns · strength
- Tank deck-34.5%12.9 turns · weakness
- Resists Fire-26.5%11.5 turns · weakness
- Resists Water0%8.8 turns
- Resists Earth0%8.8 turns
- Resists Nature-2.1%9 turns
- Resists Shadow-0.7%8.8 turns
- Resists Light0%8.8 turns
Strengths
- Eliminates the opponent in 8.2 turns.
- Has control effects.
Weak spots
- Struggles against a deck resisting Fire: elimination in 11.5 turns.
- No healing.
- Only one generator: Pyrocock.
How the game goes
- Turn 6: first bonuses (Pyrocock).
- Turn 6: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 7: damage peak (874).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedInscribed
Wibs the BlazingThe card is immune to Vanish effects
RecommendedOne Man Army
Keria the BewitchedEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedHow it wins
Generation
Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 6.
Damage
Nocturnal Burn (Apprentice of Death): 35% of the damage; Cry of the Perch (Pyrocock): 29% of the damage. 3,040 useful damage, opponent eliminated in 8.2 turns.
Survival
No healing: with 4,969 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 1110 damage
02Turn 2123 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3412 damage
04Turn 4148 damage
05Turn 5166 damage
06Turn 6843 damage
07Turn 7874 damage
08Turn 8505 damage
09Turn 9650 damage
10Turn 10Simulation complete.
Simulation complete.