- Roaring EmberabilityDeck core
- Divine WarmthabilityDeck core
- IgnitionabilityDeck core
Wibs the Blazing + Apprentice of Death
Wibs the Blazing + Apprentice of Death (with Sovereign of Flames and Squall) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and A at Bronze · Silver. Midrange deck in Fire and Shadow, estimated elimination in 8.8 turns; first Tox to aim for: Graveyard on turn 4.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverA
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.
- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT6to buy
- Lava-flowabilityDeck core
- Replace : FireheartT8to buy
- toxDeck core
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT4to 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
- T2skip
- T4Graveyard
- T6Berserk
- T8Fireheart
Graveyard
Apprentice of Death · Rare
Replace : Graveyard
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: +0% → +0%
Avoid for this deck
Poison
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% · 9.2 turnsSecond -2% · 9.5 turns
- Fragile deck+22%6.8 turns · strength
- Tank deck-44.9%13.1 turns · weakness
- Resists Fire-28.6%11.6 turns · weakness
- Resists Water0%8.5 turns
- Resists Earth0%8.5 turns
- Resists Nature0%8.5 turns
- Resists Shadow-15.1%9.9 turns · weakness
- Resists Light-1.1%8.6 turns
Strengths
- Eliminates the opponent in 8.8 turns.
Weak spots
- Struggles against a deck resisting Fire: elimination in 11.6 turns.
- Struggles against a deck resisting Shadow: elimination in 9.9 turns.
- No healing.
How the game goes
- Turn 3: first bonuses (Squall, Emissary of Nightmares).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 6: damage peak (856).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Shared Shield
Sovereign of FlamesIncreases the elemental resistances of all allied cards by (+10%).
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 (+5).
RecommendedF/E-Shield
Wibs the BlazingFire resistance (+25%) Earth resistance (+25%)
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedHow it wins
Generation
Squall, Emissary of Nightmares (+9 Fire, +9 Light). First bonuses on turn 3.
Damage
Nocturnal Burn (Apprentice of Death): 26% of the damage; Divine Warmth (Sovereign of Flames): 19% of the damage. 2,920 useful damage, opponent eliminated in 8.8 turns.
Survival
No healing: with 4,451 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.
02Turn 277 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3474 damage
04Turn 4328 damage
06Turn 6855 damage
08Turn 8442 damage
09Turn 9741 damage
10Turn 10Simulation complete.
Simulation complete.