- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT6to buy
Wibs the Blazing + Vladislaus
Wibs the Blazing + Vladislaus (with Squall and Amber) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D in all three ranks. Elemental ramp deck in Fire, estimated elimination in 11.5 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverD
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.
- Double InfluxabilityDeck core
- TransfusionabilityDeck core
- Replace : TenacityT2to buy
- Amber MistabilityDeck core
- Misty BlazeabilityDeck core
- Free slotT4to buy
- Lava-flowabilityDeck core
- Replace : FireheartT8to buy
- toxDeck core
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
- T2Poison
- T4Graveyard
- T6Berserk
- T8Fireheart
- T10skip
Poison
Vladislaus · Common
Replace : Tenacity
Graveyard
Amber · Rare
Berserk
Squall, Emissary of Nightmares · Rare
Replace : Berserk
Fireheart
Wibs the Blazing · Epic
Replace : Fireheart
Expected value of a random purchase, before → after this plan: +8.4% → +0%
Avoid for this deck
Natureheart · Earthheart · Inversion · Shapeshifter · Optimisation · Temporality · Avenger
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 +0.2% · 12 turnsSecond -0.2% · 12 turns
- Fragile deck+31.2%9 turns · strength
- Tank deck-23.4%15.4 turns · weakness
- Resists Fire-15.8%13.8 turns · weakness
- Resists Water0%11.5 turns
- Resists Earth0%11.5 turns
- Resists Nature0%11.5 turns
- Resists Shadow-4.1%12 turns
- Resists Light0%11.5 turns
Strengths
- 2 cards generate bonuses.
- 894 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 13.8 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 3: first bonuses (Squall, Emissary of Nightmares).
- Turn 7: first big hit, Double Influx (Vladislaus).
- Turn 9: damage peak (576).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
One Man Army
Squall, Emissary of NightmaresEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+5).
RecommendedVital Surge
VladislausAt the start of the turn, if this card’s HP are below 10%, it fully restores its HP.
RecommendedRoulette
AmberAll of this card's abilities gain Echo (10%).
RecommendedF/E-Shield
Wibs the BlazingFire resistance (+25%) Earth resistance (+25%)
RecommendedHow it wins
Generation
Squall, Emissary of Nightmares (+9 Fire, +9 Light); Amber (+8 Fire, +8 Water). First bonuses on turn 3.
Damage
Double Influx (Vladislaus): 41% of the damage; Lava-flow (Wibs the Blazing): 28% of the damage. 2,530 useful damage, no elimination within 10 turns (estimated around turn 12).
Survival
894 healing over the game, mostly from Vladislaus. 2,402 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.