Sovereign of Flames + Apprentice of Death

Sovereign of Flames + Apprentice of Death (with Fire King and Scorch) is one of the best Fire decks of the SPAM 1.23 tier list (tier D); with these talents it is B at Bronze · Silver and C at Gold · Crystal. Midrange deck in Fire and Shadow, estimated elimination in 7.5 turns; first Tox to aim for: Reflection on turn 2.

Advanced collectionMidrangeFireShadow
DTier49.2% · Relative indexv1.23

By rank, with these talentsCeleste · LegendDGold · 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.

Sovereign of Flames

Fire · Legendary

  1. Roaring EmberabilityDeck core
  2. Divine WarmthabilityDeck core
  3. IgnitionabilityDeck core

Fire King

Fire · Epic

  1. Blade-FabilityDeck core
  2. Burning ChoiceabilityDeck core
  3. toxDeck core

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityDeck core
  2. toxReplaceable
  3. toxDeck core

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxReplaceable
  3. Free slotT2
    to 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.

4 shop openings392 Spamtons generated+8.7% Plan potential

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

  1. T2Luck 2 · 63 SpamtonsReflection
  2. T4Luck 4 · 230 Spamtonsskip
  3. T6Luck 6 · 287 Spamtonsskip
  4. T8Luck 8 · 392 Spamtonsskip
T2

Reflection

Scorch, the Ignited Lizards · Common

+8.7%

Expected value of a random purchase, before → after this plan: +3.5% → +0%

Avoid for this deck

AoE · Shield · Brutal · Waterheart · Lightheart · Natureheart · Earthheart · Vanish · Erosion · Eternity · Smoke · Freeze · Inversion · Shapeshifter · Multiplier · Optimisation · Poison · Taunt · Reset · Revenge · Punching Bag · Temporality · Tenacity · Vampirism · Avenger

Theoretical score9,528
Estimated elimination7.5 turns
Effective HP3,245
Healing42
Spamtons / turn30

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 +11.7% · 8.8 turnsSecond -11.7% · 9.2 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 7.5 turns.
  • 42 healing over the game.

Weak spots

  • Struggles against a deck resisting Fire: elimination in 12 turns.
  • Struggles against a deck resisting Shadow: elimination in 8.7 turns.

How the game goes

  1. Turn 1: first bonuses (Scorch, the Ignited Lizards).
  2. Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
  3. Turn 4: damage peak (757).
  4. Turn 8: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

Critical

Sovereign of Flames

Critical bonus (+10%).

Recommended

Focus

Fire King

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended

Doomed Hour

Apprentice of Death

Applies Eternity to all enemy cards when this card is killed.

Recommended

New Life

Scorch, the Ignited Lizards

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Recommended
Adapt in the workshop

How it wins

Generation

Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth); Fire King (+11 Fire). First bonuses on turn 1.

Damage

Nocturnal Burn (Apprentice of Death): 59% of the damage; Divine Warmth (Sovereign of Flames): 25% of the damage. 2,920 useful damage, opponent eliminated in 7.5 turns.

Survival

42 healing over the game. 3,245 effective HP at the start.

The gameplanTheoretical analysis

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

01Turn 114 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
Roaring EmberSovereign of Flames
14 damage
02Turn 219 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
IgnitionSovereign of Flames
Sovereign of Flames
Roaring EmberSovereign of Flames
19 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3411 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Apprentice of Death
Nocturnal BurnApprentice of Death
305 damage
Fire King
Blade-FFire King
83 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
23 damage
04Turn 4757 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Sovereign of Flames
IgnitionSovereign of Flames
Apprentice of Death
Nocturnal BurnApprentice of Death
425 damage
Sovereign of Flames
Divine WarmthSovereign of Flames
300 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
32 damage
05Turn 5660 damage
Fire King
Burning ChoiceFire King
Fire +11
Apprentice of Death
Nocturnal BurnApprentice of Death
610 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
50 damage
06Turn 6252 damage
Sovereign of Flames
IgnitionSovereign of Flames
Fire King
Blade-FFire King
195 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
57 damage
07Turn 7618 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
559 damage
Sovereign of Flames
Roaring EmberSovereign of Flames
59 damage
08Turn 8500 damage
Sovereign of Flames
IgnitionSovereign of Flames
Sovereign of Flames
Divine WarmthSovereign of Flames
500 damage
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.