Ramp Water / Earth · The Companion of Spirits

Four cards. A shared purpose.

AccessibleElemental rampWaterEarth
CTier55.7% · Relative indexv1.19
Not in the current tier list · This composition was ranked by an earlier analysis. It is still evaluated with today’s engine, but it no longer appears in the tier list.See the current tier list

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.

Water Spirit

Water · Common

  1. Aquatic BreathabilityKeep
  2. WaveabilityKeep
  3. Free slot
    Nothing worth buying

Commando Gerz

Earth · Rare

  1. CigarillosabilityKeep
  2. Final DelightabilityKeep
  3. toxKeep

Apprentice Evoker

Water · Common

  1. Little SpellabilityKeep
  2. toxKeep
  3. toxKeep

The Companion of Spirits

Water · Common

  1. Small WaveabilityKeep
  2. HazardoabilityKeep
  3. toxKeep
Theoretical score9,308
Estimated elimination11.3 turns
Effective HP6,609
Healing0

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral (700 HP, 10% resistance), fragile, tank, and six decks resisting one element (+25%). Score gap against the neutral profile, the one used for the displayed gameplan.

Strengths

  • 3 cards with active generation.

Watch points

  • Sensitive to Water resistance: -27% score, elimination in 17.1 turns against that profile.
  • No healing in the simulation.
  • No control recorded by the model.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Water / Earth axes.
  3. 03Simulated damage peak: turn 10.
  4. 04Estimated elimination: 11.3 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Cavalry

Water Spirit

Increases the max HP of all other allied cards by (+150)

Recommended

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

Recommended

Soul Vitality

Apprentice Evoker

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

Recommended

One Man Army

The Companion of Spirits

Whenever a card on the field dies, the base damage of this attack is increased by (+5)

Recommended
Adapt in the workshop

Why it works

Start the engine

Water Spirit, Commando Gerz, Apprentice Evoker feed the composition with bonuses. The main axes are Water / Earth / Light. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

The Companion of Spirits + Commando Gerz have the strongest individual offensive profiles in this composition. The deck reaches 2,482 useful simulated damage, with elimination estimated at 11.3 turns. Check the curve to see when the investment pays off.

Protect the composition

The model estimates 6,609 effective HP and 0 healing. Healing is limited: check whether the offensive tempo fits your plan.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 182 damage
Water Spirit
WaveWater Spirit
Water +1
Water Spirit
Aquatic BreathWater Spirit
15Water +1
The Companion of Spirits
HazardoThe Companion of Spirits
37
The Companion of Spirits
Small WaveThe Companion of Spirits
30
02Turn 299 damage
Water Spirit
WaveWater Spirit
Water +1
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Water Spirit
Aquatic BreathWater Spirit
18Water +1
The Companion of Spirits
HazardoThe Companion of Spirits
45
The Companion of Spirits
Small WaveThe Companion of Spirits
36
See the rest of the planCollapse the plan+8 turns
03Turn 3218 damage
Water Spirit
WaveWater Spirit
Water +1
Apprentice Evoker
Little SpellApprentice Evoker
102
The Companion of Spirits
HazardoThe Companion of Spirits
51
Water Spirit
Aquatic BreathWater Spirit
22Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
43
04Turn 4135 damage
Water Spirit
WaveWater Spirit
Water +1
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
The Companion of Spirits
HazardoThe Companion of Spirits
60
Water Spirit
Aquatic BreathWater Spirit
25Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
50
05Turn 5153 damage
Water Spirit
WaveWater Spirit
Water +1
The Companion of Spirits
HazardoThe Companion of Spirits
68
Water Spirit
Aquatic BreathWater Spirit
28Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
57
06Turn 6372 damage
Water Spirit
WaveWater Spirit
Water +1
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Apprentice Evoker
Little SpellApprentice Evoker
153
The Companion of Spirits
HazardoThe Companion of Spirits
92
Water Spirit
Aquatic BreathWater Spirit
32Water +1
The Companion of Spirits
Small WaveThe Companion of Spirits
95
07Turn 7247 damage
The Companion of Spirits
HazardoThe Companion of Spirits
115
The Companion of Spirits
Small WaveThe Companion of Spirits
132
08Turn 8255 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
The Companion of Spirits
HazardoThe Companion of Spirits
119
The Companion of Spirits
Small WaveThe Companion of Spirits
136
09Turn 9493 damage
Apprentice Evoker
Little SpellApprentice Evoker
176
The Companion of Spirits
HazardoThe Companion of Spirits
141
The Companion of Spirits
Small WaveThe Companion of Spirits
176
10Turn 10950 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
568
The Companion of Spirits
HazardoThe Companion of Spirits
164
The Companion of Spirits
Small WaveThe Companion of Spirits
218