Ramp Fire / Earth · Pyro

Four cards. A shared purpose.

AccessibleElemental rampFireEarth
ATier82% · 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.

Wibs the Blazing

Fire · Common

  1. Lava-flowabilityKeep
  2. toxKeep
  3. toxReplaceable

Pyro

Fire · Common

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

Rob the Adventurer

Earth · Common

  1. AdventureabilityKeep
  2. Replace : ShadowheartT6
    to buy
  3. toxReplaceable

Prisoner of the Machine

Fire · Common

  1. ExplosionabilityKeep
  2. EmberguardabilityReplaceable
  3. Free slotT8
    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 openings156 Spamtons generated+22% Plan potential
T2

Multiplier

Pyro · Rare

+8.2%
T4

Fireheart

Pyro · Rare

+6.5%
T6

Berserk

Rob the Adventurer · Rare

Replace : Shadowheart

+5.5%
T8

Stun

Prisoner of the Machine · Legendary

+1.9%

Expected value of a random purchase, before → after this plan: +1.5% → +0.1%

Avoid for this deck

Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Backlash · Random shapeshifter · Temporality

Theoretical score12,745
Estimated elimination7.1 turns
Effective HP2,811
Healing-700

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 7.1 turns.
  • Control effects contributing to the model’s score.

Watch points

  • Sensitive to Fire resistance: -9% score, elimination in 8.1 turns against that profile.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Fire / Earth axes.
  3. 03Simulated damage peak: turn 7.
  4. 04Estimated elimination: 7.1 turns.

Model ranking

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

Understanding the scores

Talents

Increasing Error

Wibs the Blazing

Each time this card attacks, a random enemy card loses 3% accuracy

Recommended

Crit Sphere

Pyro

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

Recommended

Inscribed

Rob the Adventurer

The card is immune to Vanish effects

Recommended

Punching Bag

Prisoner of the Machine

Start the game with the "Punching Bag" passive

Recommended
Adapt in the workshop

Why it works

Start the engine

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

Convert your bonuses

Pyro + Prisoner of the Machine have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 7.1 turns. Check the curve to see when the investment pays off.

Protect the composition

Prisoner of the Machine provide support or control tools. The model estimates 2,811 effective HP and -700 healing. Healing is limited: check whether the offensive tempo fits your plan.

The gameplanTheoretical analysis

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

01Turn 1126 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
59Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
55
Prisoner of the Machine
ExplosionPrisoner of the Machine
12
02Turn 2181 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
92Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
58
Prisoner of the Machine
ExplosionPrisoner of the Machine
31
See the rest of the planCollapse the plan+8 turns
03Turn 3252 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
135Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
61
Prisoner of the Machine
ExplosionPrisoner of the Machine
56
04Turn 4348 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
193Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
65
Prisoner of the Machine
ExplosionPrisoner of the Machine
90
05Turn 5465 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
265Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
69
Prisoner of the Machine
ExplosionPrisoner of the Machine
131
06Turn 6593 damage
Prisoner of the Machine
EmberguardPrisoner of the Machine
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
344Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
72
Prisoner of the Machine
ExplosionPrisoner of the Machine
177
07Turn 7755 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
446Fire +1
Wibs the Blazing
Lava-flowWibs the Blazing
76
Prisoner of the Machine
ExplosionPrisoner of the Machine
233
08Turn 8564 damage
Rob the Adventurer
AdventureRob the Adventurer
Pyro
ConflagrationPyro
564Fire +1
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.