- HazardoabilityDeck core
- BeaconabilityDeck core
- Free slotT2to buy
Abyssal Lightbearer + Glow Glutton
Abyssal Lightbearer + Glow Glutton (with Mistress of Tints and Squall) is the 31st deck with an intermediate collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C); with these talents it is B at Bronze · Silver. Midrange deck in Light, estimated elimination in 8.6 turns; first Tox to aim for: Poison 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.
- GluttonyabilityDeck core
- toxDeck core
- Free slotT4to buy
- Elemental ChaosabilityDeck core
- MultiboostabilityDeck core
- Free slotT6to buy
- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT8to 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
- T4Inversion
- T6Lightheart
- T8Berserk
Poison
Abyssal Lightbearer · Common
Inversion
Glow Glutton · Rare
Lightheart
Mistress of Tints · Rare
Berserk
Squall, Emissary of Nightmares · Epic
Replace : Berserk
Expected value of a random purchase, before → after this plan: +2.5% → +0%
Avoid for this deck
Bomba · Camouflage · Shapeshifter · Phoenix · Taunt · Revenge · Tenacity · 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 -2.5% · 10.1 turnsSecond +2.5% · 9.7 turns
- Fragile deck+23.6%7.7 turns · strength
- Tank deck-46.8%13.5 turns · weakness
- Resists Fire-0.6%9.5 turns
- Resists Water-1.6%9.6 turns
- Resists Earth-0.3%9.4 turns
- Resists Nature-0.3%9.4 turns
- Resists Shadow-0.5%9.5 turns
- Resists Light-17.8%11.3 turns · weakness
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 8.6 turns.
- 1,934 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 11.3 turns.
How the game goes
- Turn 1: first bonuses (Glow Glutton).
- Turn 4: first big hit, Beacon (Abyssal Lightbearer).
- Turn 8: damage peak (1,015).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Roulette
Abyssal LightbearerAll of this card's abilities gain Echo (10%).
RecommendedJudgment-8
Glow GluttonGains a random attack from the game at the start of turn 8
RecommendedMulti Start
Mistress of TintsGain (+2) in each element.
RecommendedOne 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 (+3).
RecommendedHow it wins
Generation
Glow Glutton (+18 Light); Mistress of Tints (+9 everywhere); Squall, Emissary of Nightmares (+12 Light, +12 Fire). First bonuses on turn 1.
Damage
Beacon (Abyssal Lightbearer): 37% of the damage; Elemental Chaos (Mistress of Tints): 22% of the damage. 3,040 useful damage, opponent eliminated in 8.6 turns.
Survival
1,934 healing over the game, mostly from Glow Glutton. 3,093 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
See the rest of the planCollapse the plan+8 turns
03Turn 3419 damage
04Turn 4551 damage
06Turn 6546 damage
08Turn 81,016 damage
09Turn 9784 damage
10Turn 10Simulation complete.
Simulation complete.