Ramp Earth / Fire · Pyro

Four cards. A shared purpose.

AccessibleElemental rampEarthFire
ATier80.1% · Relative indexv1.19

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.

Pyro

Fire · Common

  1. ConflagrationabilityKeep
  2. Free slotT2
    to buy
  3. Free slotT4
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityKeep
  2. toxReplaceable
  3. toxReplaceable

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityKeep
  2. toxReplaceable
  3. Free slot
    to buy

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityKeep
  2. toxReplaceable
  3. Free slotT6
    to buy

Tox priorities

Priority order: which Tox to aim for at each shop opening, and which ability slot to put it in. Prices are not published by the Spamdex, so the plan ignores them; draws remain random.

4 shop openings171 Spamtons generated+14.9% Plan potential
T2

Reset

Pyro · Epic

+10.9%
T4

Graveyard

Pyro · Rare

+2.9%
T6

Stun

Master Amphibian · Legendary

+1.2%

Expected value of a random purchase, before → after this plan: +1.5% → +0.2%

Avoid for this deck

AoE · Shadowheart · Lightheart · Natureheart · Backlash · Random shapeshifter · Revenge · Temporality · Avenger

Theoretical score12,607
Estimated elimination7.2 turns
Effective HP2,288
Healing200

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral (700 HP, 10% resistance), fragile, tank, and six decks resisting one element (+25%). Score gap against the neutral profile, the one used for the displayed gameplan.

Strengths

  • 3 cards with active generation.
  • Estimated elimination in 7.2 turns.
  • 200 healing in the simulation.

Watch points

  • Sensitive to Fire resistance: -6% score, elimination in 7.8 turns against that profile.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Earth / Fire axes.
  3. 03Simulated damage peak: turn 7.
  4. 04Estimated elimination: 7.2 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Crit Sphere

Pyro

Increases this card's critical chance by (+2%) each turn

Recommended

Evolution

Rob the Adventurer

This card’s passives (excluding shop passives) increase in rarity as its HP decreases. Effects change at 75%, 50%, and 25% HP.

Recommended

New Life

Scorch, the Ignited Lizards

Start the game with the Phoenix or Graveyard passive.

Recommended

Length

Master Amphibian

At the start of your first turn, a random enemy card receives "Eternity"

Recommended
Adapt in the workshop

Why it works

Start the engine

Pyro, Rob the Adventurer, Scorch, the Ignited Lizards feed the composition with bonuses. The main axes are Earth / Fire / Water. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Pyro + Master Amphibian have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 7.2 turns. Check the curve to see when the investment pays off.

Protect the composition

The model estimates 2,288 effective HP and 200 healing. Defense helps give bonuses and cooldowns time to pay off.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 1127 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
66
Pyro
ConflagrationPyro
61Fire +1
02Turn 2187 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
90
Pyro
ConflagrationPyro
97Fire +1
See the rest of the planCollapse the plan+8 turns
03Turn 3261 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
144Fire +1
Master Amphibian
Miasmas of WisdomMaster Amphibian
117
04Turn 4349 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
203Fire +1
Master Amphibian
Miasmas of WisdomMaster Amphibian
146
05Turn 5453 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
275Fire +1
Master Amphibian
Miasmas of WisdomMaster Amphibian
178
06Turn 6574 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
362Fire +1
Master Amphibian
Miasmas of WisdomMaster Amphibian
212
07Turn 7713 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
463Fire +1
Master Amphibian
Miasmas of WisdomMaster Amphibian
250
08Turn 8581 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
581Fire +1
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.