Meta deck
Endless Explosion · Prisoner of the Machine
Fire King · Wibs the Blazing · Medusine Thorn · Prisoner of the Machine
Its cards
Fire KingB tier according to players from the top of the ladder
Fire1,000 HP
Wibs the BlazingS tier according to players from the top of the ladder
Fire550 HP
Medusine ThornA tier according to players from the top of the ladder
Shadow800 HP
Prisoner of the MachineA tier according to players from the top of the ladder
Fire1,000 HP
Who does what
- Prisoner of the Machine
- Takes the hits
- Medusine Thorn
- Carries the fight
- Wibs the Blazing
- Deals damage
- Fire King
- Brings in Spamtons
The role of each card, calculated from the game’s data: what it does best in ten turns. Tox bought and talents are not counted. calculated
At a glance
Fire×3
Shadow×1
Recommended talents
- Prisoner of the Machine · Punching Bag
- Start the game with the "Punching Bag" passive
- Wibs the Blazing · F/E-Shield
- Fire resistance (+25%) Earth resistance (+25%)
- Fire King · Focus
- At the start of each turn, this card has a 25% chance to gain Taunt.
Tox to buy first
- 1. Optimization
- 2. Fireheart
- 3. Berserk
How to play it
A Fire deck built around an attack that never stops growing, Explosion, and a jellyfish that repairs what it costs. Three of its cards are common: only Fire King is epic.
Prisoner of the Machine is the one who wins the games. Explosion, cast every turn, hits for 10 Fire, and its base damage grows by 10 after each cast: 100 on the tenth cast. It costs 100 HP each time, though: that cost alone would drain the Prisoner’s 1,000 HP in ten turns, and that is where Medusine Thorn comes in. Every three turns, Emberguard gives her Taunt: she draws the hits, and the Punching Bag talent earns her 1 Fire point for each enemy attack she takes.
Medusine Thorn keeps her alive. Inflamed Toxin, cast every turn on the card of your choice, deals 1 to 35 Water damage and heals 1 to 35 Fire: on an enemy card it hits, on the Prisoner it heals her. That heal benefits from all the deck’s Fire points, and Multiplier, her starting Tox, doubles their effect. Molt, usable only once, adds 7 Water points or 7 Fire: take the Fire. Buy her Optimization as soon as you can: her heals then always take their maximum value, 35 plus the doubled Fire.
Wibs the Blazing and Fire King supply that Fire. Wibs starts with Fireheart, 2 Fire points per turn, and with Poison: Lava-flow hits twice for 5 Fire every turn, and each hit that lands poisons. He has only 550 HP: his F/E-Shield talent gives him 25% resistance in two elements. Fire King adds Fire in one go with Burning Choice, every five turns, 1 to 20, 5 to 15 or 8 to 12, and his Punching Bag earns him more with each attack he takes. Blade-F hits for 30 to 50 Fire every three turns, and the Focus talent gives him a one-in-four chance per turn to gain Taunt, and so to share the hits with the Prisoner.
For Tox, Optimization first, on Medusine Thorn. Fireheart, on any card, adds 2 Fire points per turn, which count in Explosion’s damage as well as in the heals. Berserk adds 12% to the damage and healing of all your cards.
The deck fears Water: the Prisoner has 50% less resistance against it, while she has 25% more in the other elements. It also fears Brutal, which ignores Taunts and goes after Wibs or the jellyfish, and decks that take out Medusine Thorn first: without her heals, each Explosion brings the Prisoner closer to death.