- Amber MistabilityDeck core
- Misty BlazeabilityDeck core
- Free slotT6to buy
Wibs the Blazing + Pyro
Wibs the Blazing + Pyro (with Amber and The Inventor) 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 and Water, estimated elimination in 15.9 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.
- MateriaabilityDeck core
- RainbowabilityDeck core
- toxDeck core
- Lava-flowabilityDeck core
- Replace : FireheartT8to buy
- toxDeck core
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to 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
- T2Poison
- T4Vampirism
- T6Fireheart
- T8Fireheart
- T10skip
Poison
Pyro · Common
Vampirism
Pyro · Rare
Fireheart
Amber · Rare
Fireheart
Wibs the Blazing · Epic
Replace : Fireheart
Expected value of a random purchase, before → after this plan: +7.4% → +0%
Avoid for this deck
Shapeshifter · Optimisation · 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 +9.1% · 18.2 turnsSecond -9.1% · 20.8 turns
- Fragile deck+32.6%14.3 turns · strength
- Tank deck-32.7%25.1 turns · weakness
- Resists Fire-23.2%21.9 turns · weakness
- Resists Water-6.9%19.9 turns · weakness
- Resists Earth-1.7%19 turns
- Resists Nature-1.7%19 turns
- Resists Shadow-1.7%19 turns
- Resists Light-1.7%19 turns
Strengths
- 3 cards generate bonuses.
Weak spots
- Struggles against a deck resisting Fire: elimination in 21.9 turns.
- Struggles against a deck resisting Water: elimination in 19.9 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 2: first big hit, Conflagration (Pyro).
- Turn 3: damage peak (348).
- 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
Roulette
AmberAll of this card's abilities gain Echo (10%).
RecommendedSoul Vitality
The InventorWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedF/E-Shield
Wibs the BlazingFire resistance (+25%) Earth resistance (+25%)
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedHow it wins
Generation
Pyro (+4 Fire); The Inventor (+10 everywhere); Amber (+12 Fire, +12 Water). First bonuses on turn 1.
Damage
Rainbow (The Inventor): 29% of the damage; Conflagration (Pyro): 22% of the damage. 1,833 useful damage, no elimination within 10 turns (estimated around turn 16).
Survival
No healing: with 4,604 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.