- CocoonabilityDeck core
- CaterpillarabilityDeck core
- ButterflyabilityDeck core
Pyrocock + Flesh-Melding Chimera
Pyrocock + Flesh-Melding Chimera (with Gabriel and Nature King) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Elemental ramp deck in Nature, estimated elimination in 9.3 turns; first Tox to aim for: Berserk on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
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.
- Blade-NabilityDeck core
- Floral ChoiceabilityDeck core
- toxDeck core
- Arctic GallopabilityDeck core
- toxDeck core
- toxDeck core
- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- Replace : ResetT2to 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
- T2Berserk
- T4skip
- T6skip
- T8skip
- T10skip
Berserk
Pyrocock · Common
Replace : Reset
Expected value of a random purchase, before → after this plan: +1.3% → +0%
Avoid for this deck
Bomba · Shield · Brutal · Camouflage · Lucky · Shadowheart · Lightheart · Earthheart · Vanish · Erosion · Smoke · Immunity · Inversion · Shapeshifter · Mimicry · Mystery · Phoenix · Taunt · Reflection · Reset · Revenge · Punching Bag · Spamland · 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 -3.4% · 10.6 turnsSecond +3.4% · 9.9 turns
- Fragile deck+16.7%8.2 turns · strength
- Tank deck-33.5%13.9 turns · weakness
- Resists Fire-5.6%10.3 turns · weakness
- Resists Water0%9.5 turns
- Resists Earth0%9.5 turns
- Resists Nature-24.4%12.4 turns · weakness
- Resists Shadow0%9.5 turns
- Resists Light0%9.5 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 9.3 turns.
- 788 healing over the game.
Weak spots
- Struggles against a deck resisting Nature: elimination in 12.4 turns.
- Struggles against a deck resisting Fire: elimination in 10.3 turns.
How the game goes
- Turn 3: first bonuses (Gabriel).
- Turn 6: first big hit, Arctic Gallop (Flesh-Melding Chimera).
- Turn 9: damage peak (974).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
GabrielWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedFocus
Nature KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedCritical
Flesh-Melding ChimeraCritical bonus (+10%).
RecommendedSoul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHow it wins
Generation
Gabriel (+30 Nature); Nature King (+22 Nature); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 3.
Damage
Arctic Gallop (Flesh-Melding Chimera): 34% of the damage; Cry of the Perch (Pyrocock): 33% of the damage. 3,040 useful damage, opponent eliminated in 9.3 turns.
Survival
788 healing over the game, mostly from Flesh-Melding Chimera. 5,998 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.