- Arctic GallopabilityDeck core
- toxDeck core
- toxDeck core
Apprentice of Death + Scorch
Apprentice of Death + Scorch (with Flesh-Melding Chimera and Nebular Aristocrat) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier B at Celeste · Legend, S at Gold · Crystal and S at Bronze · Silver. Aggro deck across 4 elements, estimated elimination in 6.4 turns; first Tox to aim for: Berserk on turn 2.
By rank, with these talentsCeleste · LegendBGold · CrystalSBronze · 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.
- Cosmic MasqueradeabilityDeck core
- toxDeck core
- Free slotT2to buy
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- FlameflowabilityDeck core
- toxDeck 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
- T2Berserk
- T4Graveyard
- T6skip
Berserk
Nebular Aristocrat · Common
Graveyard
Scorch, the Ignited Lizards · Rare
Expected value of a random purchase, before → after this plan: +2.2% → +0%
Avoid for this deck
AoE · Brutal · Lightheart · Earthheart · Vanish · Erosion · Eternity · Smoke · Freeze · Inversion · Shapeshifter · Multiplier · Optimisation · Poison · Taunt · Reset · Revenge · Temporality · 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 -1.4% · 6.4 turnsSecond +1.4% · 5.7 turns
- Fragile deck+0.7%5.6 turns
- Tank deck-32.5%8.1 turns · weakness
- Resists Fire-7.5%6.4 turns · weakness
- Resists Water0%5.6 turns
- Resists Earth0%5.6 turns
- Resists Nature0%5.6 turns
- Resists Shadow-5.9%6.2 turns · weakness
- Resists Light0%5.6 turns
Strengths
- Eliminates the opponent in 6.4 turns.
- 267 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 6.4 turns.
- Struggles against a deck resisting Shadow: elimination in 6.2 turns.
- Only one generator: Scorch, the Ignited Lizards.
How the game goes
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 4: first big hit, Arctic Gallop (Flesh-Melding Chimera).
- Turn 6: damage peak (1,086).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Strike
Flesh-Melding ChimeraIncreases critical damage by (+1).
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
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). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 55% of the damage; Arctic Gallop (Flesh-Melding Chimera): 45% of the damage. 2,960 useful damage, opponent eliminated in 6.4 turns.
Survival
267 healing over the game, mostly from Flesh-Melding Chimera. 2,165 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
02Turn 2222 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3271 damage
04Turn 4770 damage
06Turn 6586 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.