- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT10to buy
Wibs the Blazing + Pyro
Wibs the Blazing + Pyro (with Squall and Herald of Ashes) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier D in all three ranks. Elemental ramp deck in Fire, estimated elimination in 11.6 turns; first Tox to aim for: Vampirism 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.
- ConflagrationabilityDeck core
- Free slotT2to buy
- Free slotT4to buy
- Lava-flowabilityDeck core
- toxReplaceable
- toxDeck core
- Dragon's BreathabilityDeck core
- Replace : SmokeT8to buy
- Replace : LuckyT6to 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
- T2Vampirism
- T4Poison
- T6Fireheart
- T8Berserk
- T10Berserk
Vampirism
Pyro · Common
Poison
Pyro · Common
Fireheart
Herald of Ashes · Epic
Replace : Lucky
Berserk
Herald of Ashes · Epic
Replace : Smoke
Berserk
Squall, Emissary of Nightmares · Rare
Replace : Berserk
Expected value of a random purchase, before → after this plan: +12.4% → +0.1%
Avoid for this deck
Waterheart · Earthheart · Inversion · Shapeshifter · Optimisation · Taunt · Temporality · Tenacity
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 +16.8% · 13.2 turnsSecond -16.8% · 15.8 turns
- Fragile deck+79.6%10.1 turns · strength
- Tank deck-58.3%18.6 turns · weakness
- Resists Fire-37.5%17.1 turns · weakness
- Resists Water0%14 turns
- Resists Earth0%14 turns
- Resists Nature-0.3%14.3 turns
- Resists Shadow-0.5%14.3 turns
- Resists Light-1.4%14.4 turns
Strengths
- 3 cards generate bonuses.
Weak spots
- Struggles against a deck resisting Fire: elimination in 17.1 turns.
- No healing.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 4: first big hit, Conflagration (Pyro).
- Turn 9: damage peak (707).
- 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
One Man Army
Squall, Emissary of NightmaresEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedInscribed
Wibs the BlazingThe card is immune to Vanish effects
RecommendedFocus
Herald of AshesAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedHow it wins
Generation
Pyro (+5 Fire); Squall, Emissary of Nightmares (+12 Fire, +12 Light); Herald of Ashes (+15 Fire, +15 Nature). First bonuses on turn 1.
Damage
Conflagration (Pyro): 25% of the damage; Lava-flow (Wibs the Blazing): 23% of the damage. 2,547 useful damage, no elimination within 10 turns (estimated around turn 12).
Survival
No healing: with 3,345 effective HP, the deck has to win before it wears down.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
See the rest of the planCollapse the plan+8 turns
03Turn 3477 damage
06Turn 6552 damage
09Turn 9707 damage
10Turn 10Abilities on cooldown.
Abilities on cooldown.