- Word-ChewabilityDeck core
- Replace : Punching BagT2to buy
- Replace : ShadowheartT8to buy
Aleera + Ameru
Aleera + Ameru (with Apprentice of Death and Radiant Shinobi) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, S at Gold · Crystal and A at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 7.2 turns; first Tox to aim for: Vampirism on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalSBronze · 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.
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
- Smoky DreamabilityDeck core
- Replace : SmokeT6to buy
- 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
- T2Vampirism
- T4Berserk
- T6Berserk
- T8Shadowheart
Vampirism
Aleera, Nightmare-Eater · Common
Replace : Punching Bag
Berserk
Radiant Shinobi · Rare
Berserk
Ameru · Common
Replace : Smoke
Shadowheart
Aleera, Nightmare-Eater · Epic
Replace : Shadowheart
Expected value of a random purchase, before → after this plan: +10.1% → +0%
Avoid for this deck
Natureheart · Heart Resistance · Inversion · Shapeshifter · Optimisation · Taunt · Temporality
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 -4.4% · 8 turnsSecond +4.4% · 7.2 turns
- Fragile deck+25.8%4.9 turns · strength
- Tank deck-37.3%10.6 turns · weakness
- Resists Fire-9.4%7.9 turns · weakness
- Resists Water-2.9%7.3 turns
- Resists Earth-2.8%7.3 turns
- Resists Nature0%7.1 turns
- Resists Shadow-16.1%8.4 turns · weakness
- Resists Light-9.1%7.9 turns · weakness
Strengths
- Eliminates the opponent in 7.2 turns.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 8.4 turns.
- Struggles against a deck resisting Fire: elimination in 7.9 turns.
- No healing.
How the game goes
- Turn 3: first bonuses (Ameru).
- Turn 4: first big hit, Word-Chew (Aleera, Nightmare-Eater).
- Turn 5: damage peak (989).
- 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%).
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedMulticolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Ameru (+8 Light, +8 Water, +8 Shadow). First bonuses on turn 3.
Damage
Nocturnal Burn (Apprentice of Death): 45% of the damage; Word-Chew (Aleera, Nightmare-Eater): 32% of the damage. 2,920 useful damage, opponent eliminated in 7.2 turns.
Survival
No healing: with 3,411 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 1Abilities on cooldown.
Abilities on cooldown.
See the rest of the planCollapse the plan+8 turns
03Turn 3327 damage
05Turn 5990 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.