- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- Replace : ResetT6to buy
Apprentice of Death + Scorch
Apprentice of Death + Scorch (with Pyrocock and Armadillo Warrior) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier A at Celeste · Legend, S at Gold · Crystal and S at Bronze · Silver. Aggro deck across 3 elements, estimated elimination in 6.4 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendAGold · 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.
- SandstormabilityDeck core
- toxDeck core
- Free slotT4to buy
- FlameflowabilityDeck core
- Replace : Ancient HealingT2to buy
- Free slotto buy
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck 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
- T2Graveyard
- T4Berserk
- T6Graveyard
Graveyard
Scorch, the Ignited Lizards · Common
Replace : Ancient Healing
Berserk
Armadillo Warrior · Rare
Graveyard
Pyrocock · Rare
Replace : Reset
Expected value of a random purchase, before → after this plan: +4.9% → +0.6%
Avoid for this deck
Camouflage
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 +1.6% · 6.9 turnsSecond -1.6% · 7.1 turns
- Fragile deck+9.8%5.4 turns · strength
- Tank deck-33.7%10.2 turns · weakness
- Resists Fire-14.6%7.8 turns · weakness
- Resists Water0%6.4 turns
- Resists Earth-6.2%7 turns · weakness
- Resists Nature-3.7%6.7 turns
- Resists Shadow-5.3%6.9 turns · weakness
- Resists Light0%6.4 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 6.4 turns.
- 42 healing over the game.
Weak spots
- Struggles against a deck resisting Fire: elimination in 7.8 turns.
- Struggles against a deck resisting Earth: elimination in 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 5: damage peak (913).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedVital Surge
Armadillo WarriorAt the start of the turn, if this card’s HP are below 10%, it fully restores its HP.
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
RecommendedHow it wins
Generation
Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 60% of the damage; Sandstorm (Armadillo Warrior): 24% of the damage. 3,040 useful damage, opponent eliminated in 6.4 turns.
Survival
42 healing over the game. 4,571 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 1106 damage
02Turn 2130 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3429 damage
04Turn 4181 damage
05Turn 5651 damage
06Turn 6621 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.