- Roaring EmberabilityDeck core
- Divine WarmthabilityDeck core
- IgnitionabilityDeck core
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.
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.
- Blade-FabilityDeck core
- Burning ChoiceabilityDeck core
- toxDeck core
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- FlameflowabilityDeck core
- toxReplaceable
- Free slotT2to 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
- T2Reflection
- T4skip
- T6skip
- T8skip
Reflection
Scorch, the Ignited Lizards · Common
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
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
- Fragile deck+38.1%6.3 turns · strength
- Tank deck-61.6%13 turns · weakness
- Resists Fire-45%12 turns · weakness
- Resists Water0%8.2 turns
- Resists Earth0%8.2 turns
- Resists Nature0%8.2 turns
- Resists Shadow-5.2%8.7 turns · weakness
- Resists Light0%8.2 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
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 4: damage peak (757).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Critical
Sovereign of FlamesCritical bonus (+10%).
RecommendedFocus
Fire KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedHow 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
02Turn 219 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3411 damage
04Turn 4757 damage
05Turn 5660 damage
06Turn 6252 damage
07Turn 7618 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.