- Word-ChewabilityDeck core
- toxReplaceable
- toxReplaceable
Aleera + Aldrin & Gorakar
Aleera + Aldrin & Gorakar (with Apprentice of Death and Faerylia) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier B at Celeste · Legend, B at Gold · Crystal and S at Bronze · Silver. Aggro deck across 3 elements, estimated elimination in 6.4 turns; first Tox to aim for: Berserk on turn 2.
By rank, with these talentsCeleste · LegendBGold · CrystalBBronze · SilverS
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.
- Replace : Waltz of CloudsT4to buy
- Critical BreathabilityReplaceable
- EarthstampabilityReplaceable
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- Replace : Global AimT2to buy
- Offensive AimabilityReplaceable
- MultiboostabilityDeck 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
- T2Berserk
- T4Berserk
- T6skip
Berserk
Faerylia · Common
Replace : Global Aim (ability)
Berserk
Aldrin & Gorakar · Rare
Replace : Waltz of Clouds (ability)
Expected value of a random purchase, before → after this plan: +5.3% → +0.6%
Avoid for this deck
Inversion · Taunt
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 -3.7% · 7.6 turnsSecond +3.7% · 6.8 turns
- Fragile deck+21.4%4.7 turns · strength
- Tank deck-41.8%10.9 turns · weakness
- Resists Fire-8%7.5 turns · weakness
- Resists Water0%6.7 turns
- Resists Earth+0.1%6.7 turns
- Resists Nature-4.5%7.1 turns
- Resists Shadow-13.9%8 turns · weakness
- Resists Light0%6.7 turns
Strengths
- Eliminates the opponent in 6.4 turns.
- Has control effects.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 8 turns.
- Struggles against a deck resisting Fire: elimination in 7.5 turns.
- No healing.
How the game goes
- Turn 3: first bonuses (Faerylia).
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 4: damage peak (894).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Resilience
Aleera, Nightmare-EaterWhile this card's HP is below 50%, its elemental resistances increase by (+25%).
RecommendedBlazing Field
Aldrin & GorakarFire bonus (+7).
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+15%).
RecommendedMulti Start
FaeryliaGain (+3) in each element.
RecommendedHow it wins
Generation
Faerylia (+6 everywhere). First bonuses on turn 3.
Damage
Nocturnal Burn (Apprentice of Death): 48% of the damage; Word-Chew (Aleera, Nightmare-Eater): 33% of the damage. 2,920 useful damage, opponent eliminated in 6.4 turns.
Survival
No healing: with 2,934 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 2342 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3426 damage
04Turn 4894 damage
05Turn 5687 damage
06Turn 6629 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.