- MateriaabilityDeck core
- RainbowabilityDeck core
- toxDeck core
Pyro + Apprentice of Death
Pyro + Apprentice of Death (with The Inventor and Herald of Ashes) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier D at Celeste · Legend, D at Gold · Crystal and C at Bronze · Silver. Midrange deck in Fire and Shadow, estimated elimination in 13.4 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverC
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.
- Nocturnal BurnabilityDeck core
- Replace : GraveyardT10to buy
- toxDeck core
- Dragon's BreathabilityDeck core
- Replace : SmokeT8to buy
- Replace : LuckyT6to buy
- 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
- T4Phoenix
- T6Fireheart
- T8Berserk
- T10Graveyard
Graveyard
Pyro · Common
Phoenix
Pyro · Common
Fireheart
Herald of Ashes · Epic
Replace : Lucky
Berserk
Herald of Ashes · Epic
Replace : Smoke
Graveyard
Apprentice of Death · Epic
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +26.5% → +0%
Avoid for this deck
Shapeshifter · Optimisation · 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 +0.1% · 13.1 turnsSecond -0.1% · 13.2 turns
- Fragile deck+49.4%8.7 turns · strength
- Tank deck-26.7%16.8 turns · weakness
- Resists Fire-13.2%14.1 turns · weakness
- Resists Water-4.6%13 turns
- Resists Earth-4.6%13 turns
- Resists Nature-6.4%13.3 turns · weakness
- Resists Shadow-8.9%13.7 turns · weakness
- Resists Light-4.6%13 turns
Strengths
- 3 cards generate bonuses.
- Has control effects.
Weak spots
- Struggles against a deck resisting Fire: elimination in 14.1 turns.
- Struggles against a deck resisting Shadow: elimination in 13.7 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Pyro).
- Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 7: damage peak (594).
- 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
Soul Vitality
The InventorWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedFocus
Herald of AshesAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedCrit Sphere
PyroIncreases this card's critical chance by (+2%) each turn
RecommendedHow it wins
Generation
Pyro (+4 Fire); The Inventor (+10 everywhere); Herald of Ashes (+10 Fire, +10 Nature). First bonuses on turn 1.
Damage
Nocturnal Burn (Apprentice of Death): 48% of the damage; Rainbow (The Inventor): 29% of the damage. 2,174 useful damage, no elimination within 10 turns (estimated around turn 13).
Survival
No healing: with 4,497 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.