- Word-ChewabilityDeck core
- toxReplaceable
- toxReplaceable
Aleera + Arctic Crystal Serpent
Aleera + Arctic Crystal Serpent (with Ephial and Ameru) is the 4th deck of the SPAM 1.28.1 tier list at Celeste · Legend (tier A); with these talents it is S at Bronze · Silver and S at Gold · Crystal. Midrange deck in Shadow and Light, estimated elimination in 7.5 turns; first Tox to aim for: Berserk on turn 2.
By rank, with these talentsCeleste · LegendAGold · CrystalSBronze · SilverS
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.
- Astral TackleabilityDeck core
- Replace : Planet HealT2to buy
- Replace : ResetT4to buy
- Smoky DreamabilityDeck core
- Replace : SmokeT8to buy
- toxReplaceable
- Snowflake DanceabilityDeck core
- Mist DanceabilityDeck core
- toxReplaceable
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
- T2Berserk
- T4Berserk
- T6skip
- T8Berserk
Berserk
Ephial · Common
Replace : Planet Heal (ability)
Berserk
Ephial · Rare
Replace : Reset
Berserk
Ameru · Epic
Replace : Smoke
Expected value of a random purchase, before → after this plan: +4.1% → +0.7%
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 -2.3% · 7.5 turnsSecond +2.3% · 6.9 turns
- Fragile deck+12.3%5.2 turns · strength
- Tank deck-28.8%10.5 turns · weakness
- Resists Fire0%6.7 turns
- Resists Water-2.1%6.9 turns
- Resists Earth0%6.7 turns
- Resists Nature0%6.7 turns
- Resists Shadow-19.2%9 turns · weakness
- Resists Light-0.1%6.7 turns
Strengths
- Eliminates the opponent in 7.5 turns.
- 396 healing over the game.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 9 turns.
- Only one generator: Ameru.
- Relies on Word-Chew (Aleera, Nightmare-Eater).
How the game goes
- Turn 3: first bonuses (Ameru).
- Turn 4: first big hit, Word-Chew (Aleera, Nightmare-Eater).
- Turn 6: damage peak (1,410).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Resilience
Aleera, Nightmare-EaterWhile this card's HP is below 50%, its elemental resistances increase by (+25%).
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedCrit Bag
Arctic Crystal SerpentIncreases this card's critical chance by (+1%) each time it takes damage from an enemy card.
RecommendedHow it wins
Generation
Ameru (+8 Light, +8 Water, +8 Shadow). First bonuses on turn 3.
Damage
Word-Chew (Aleera, Nightmare-Eater): 65% of the damage; Mist Dance (Arctic Crystal Serpent): 15% of the damage. 3,040 useful damage, opponent eliminated in 7.5 turns.
Survival
396 healing over the game, mostly from Ephial. 6,718 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 2316 damage
See the rest of the planCollapse the plan+8 turns
04Turn 4969 damage
06Turn 61,410 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.