- Cosmic FlamesabilityDeck core
- Cosmic LightabilityDeck core
- Replace : BerserkT6to buy
Squall + Pyro
Squall + Pyro (with The Inventor and Wibs the Blazing) is part of the SPAM 1.26 tier list at Bronze · Silver; with these talents it is tier D in all three ranks. Elemental ramp deck in Fire and Light, estimated elimination in 12.2 turns; first Tox to aim for: Graveyard 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.
- MateriaabilityDeck core
- RainbowabilityDeck core
- toxDeck core
- Lava-flowabilityDeck core
- Replace : FireheartT8to buy
- toxDeck core
- ConflagrationabilityDeck core
- Free slotT2to buy
- 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
- T2Graveyard
- T4Graveyard
- T6Berserk
- T8Fireheart
- T10skip
Graveyard
Pyro · Common
Graveyard
Pyro · Rare
Berserk
Squall, Emissary of Nightmares · Rare
Replace : Berserk
Fireheart
Wibs the Blazing · Epic
Replace : Fireheart
Expected value of a random purchase, before → after this plan: +6.4% → +0%
Avoid for this deck
AoE · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Temporality · 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 +7.3% · 12.9 turnsSecond -7.3% · 14.6 turns
- Fragile deck+36.5%9.8 turns · strength
- Tank deck-24%17.3 turns · weakness
- Resists Fire-14.8%15.6 turns · weakness
- Resists Water-0.3%13.3 turns
- Resists Earth-0.3%13.3 turns
- Resists Nature-0.3%13.3 turns
- Resists Shadow-5%13.9 turns · weakness
- Resists Light-5.3%14 turns · weakness
Strengths
- 3 cards generate bonuses.
Weak spots
- Struggles against a deck resisting Fire: elimination in 15.6 turns.
- Struggles against a deck resisting Light: elimination in 14 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 4: first big hit, Conflagration (Pyro).
- Turn 9: damage peak (583).
- 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).
RecommendedSoul Vitality
The InventorWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedInscribed
Wibs the BlazingThe card is immune to Vanish effects
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedHow it wins
Generation
Pyro (+4 Fire); The Inventor (+10 everywhere); Squall, Emissary of Nightmares (+12 Fire, +12 Light). First bonuses on turn 1.
Damage
Rainbow (The Inventor): 24% of the damage; Cosmic Flames (Squall, Emissary of Nightmares): 23% of the damage. 2,428 useful damage, no elimination within 10 turns (estimated around turn 12).
Survival
No healing: with 4,885 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.