- Dark IdeaabilityDeck core
- RegenairabilityDeck core
- Free slotT2to buy
Apprentice of Death + Shadow Spirit
Apprentice of Death + Shadow Spirit (with Moxilys and Rob the Adventurer) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier D in all three ranks. Midrange deck across 3 elements, estimated elimination in 12.4 turns; first Tox to aim for: Shadowheart on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverD
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.
- AdventureabilityDeck core
- Replace : ShadowheartT8to buy
- Replace : EarthheartT6to buy
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT10to buy
- toxDeck core
- Shadow BreathabilityDeck core
- UmbralabilityDeck core
- Free slotT4to 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
- T2Shadowheart
- T4Phoenix
- T6Berserk
- T8Shadowheart
- T10Graveyard
Shadowheart
Moxilys, the Humming One · Common
Phoenix
Shadow Spirit · Rare
Berserk
Rob the Adventurer · Rare
Replace : Earthheart
Shadowheart
Rob the Adventurer · Epic
Replace : Shadowheart
Graveyard
Apprentice of Death · Epic
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +8.6% → +0%
Avoid for this deck
Camouflage · Waterheart · Lightheart · Earthheart · Shapeshifter · Taunt · Reset
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 +8% · 12.5 turnsSecond -8% · 14.5 turns
- Fragile deck+42.5%9.2 turns · strength
- Tank deck-25.6%18.1 turns · weakness
- Resists Fire-5.2%13.7 turns · weakness
- Resists Water0%12.9 turns
- Resists Earth0%12.9 turns
- Resists Nature0%12.9 turns
- Resists Shadow-18.6%16.3 turns · weakness
- Resists Light0%12.9 turns
Strengths
- 485 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 16.3 turns.
- Struggles against a deck resisting Fire: elimination in 13.7 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 1: first bonuses (Shadow Spirit).
- Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 7: damage peak (788).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Life-8
Moxilys, the Humming OneThe card's HP and max HP are doubled at the start of turn 8
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedCavalry
Shadow SpiritIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Shadow Spirit (+8 Shadow). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 65% of the damage; Dark Idea (Moxilys, the Humming One): 32% of the damage. 2,446 useful damage, no elimination within 10 turns (estimated around turn 12).
Survival
485 healing over the game, mostly from Moxilys, the Humming One. 4,111 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.