Duel of the Arcana · Deck design report · I of III
Ashka's Inferno
A linear Fire deck built to win as fast as possible with no
help from the opponent — designed by reading all 200 cards, then validated by
goldfishing hundreds of games through the project's own rules engine.
15median kill, in primary actions (vs 25 HP)
7fastest observed kill
96%of games kill 25 HP within 20 actions
200simulated games, zero self-deaths
§1How the deck was found
I read the rulebook, all 200 cards, and the eight characters, then wrote a
goldfish simulator on top of the real engine in engine/
— a scripted pilot plays the deck against an inert dummy, and every line is
executed by the actual step() reducer, so all the
stack, speed, mana, and status rules are enforced for real. The clock counts
the pilot's primary actions (the game has no turns). I iterated deck
and pilot together: each bad line the traces exposed — a wasted
Stoke, a channeled-away payoff card, a hand kept
when it should mulligan — became a policy fix, and the statistics below come
from the final version.
§2Why Fire, and why Ashka
The key fact about speed in this game: casting mid-chain is free.
Only primary actions cost "time," and one Cast opens a chain in which you may
keep adding spells as long as you can pay. So the fastest deck is the one that
converts a single primary action into the most damage — and Fire is the only
arcana that generates extra mana inside the chain while its damage
rates are already the benchmark.
Alternatives I considered and rejected: Earth ramps
efficiently into The Mountain Walks +
Body Slam, but armor halves every Rest and the
pieces are clunky in sequence. Celestial has the biggest
single hit (Supernova, 27) but pays seven mana
for one spell's worth of a Fire chain. Shadow's
Deathmark is a six-action clock that ignores
health entirely — a fine card, but it can't be accelerated.
Ashka is the character: her passive adds free damage to every
chain's second spell, and her ability counts as casting a spell,
which matters in §3.
§3The chain engine
Three cards make the mana: Burning Ritual
0 · ⚡0 is free and, being speed 0, sits at the
bottom of the stack resolving last — so the Fire source it creates
lives for the entire chain. Set Your Heart Alight
F · ⚡3 nets two sources while it's on the stack.
Stoke 1F · ⚡5 doubles
every Fire source for the rest of the chain — but it's a spell, so you must
let it resolve mid-chain before spending anything, or the doubling is
wasted. The payoff is Apotheosis of Fire
3FF · ⚡6: Storm copies it once per spell cast this
chain, by anyone.
A worked chain — four refreshed sources, five cards
- Cast Burning Ritual — free. Its bonus source
lives all chain. 7 sources will be seen in total.
- Cast Set Your Heart Alight — pay 1, gain 2
fleeting sources. As the second spell of the chain, Ashka's passive deals
1.
- Cast Stoke — pay 2, then pass.
Stoke resolves: four refreshed sources now produce 8F.
- The stack has unwound to speed 3 — legality re-anchors. Cast
Immolate for one doubled source: 8
(a Fire spell was cast this chain).
- Cast Apotheosis of Fire with the last three
sources. Four other spells were cast this chain → four copies + the
original resolve for 15.
24 damage from four sources — one primary action. A fifth
source fits Ashka's ability before the Apotheosis: 1 more damage and
a fifth storm copy, for 28.
In practice the deck doesn't need the full ceremony every time. Its floor
is honest burn — Immolate ×2 in one chain is 17
with the passive (each sees the other as "another Fire spell cast this
chain"), and Overload
FFF · ⚡6 is 9 damage as a chain-capper. The engine
pieces just turn good chains into lethal ones.
§4The list — 50 cards, mono-Fire
In-chain mana · 9
Free sources and doubling that only exist inside a chain — the reason one action can deal 24.
- 3×Burning Ritual 0 · ⚡0
- 3×Set Your Heart Alight F · ⚡3
- 3×Stoke 1F · ⚡5
Burn payload · 15
Benchmark damage per mana; cast in ascending speed order as the chain builds.
- 3×Lava Spike F · ⚡2 5 dmg
- 3×Conflagration 2FF · ⚡2 12 dmg, Echo late
- 3×Immolate FF · ⚡6 8 dmg in this deck
- 3×Overload FFF · ⚡6 9 dmg, always cast last
- 3×Zzap F · ⚡8 3 dmg, discounts the next spell
Finisher · 3
Storm scales with everything else the deck already wants to do.
- 3×Apotheosis of Fire 3FF · ⚡6 3 dmg × (spells cast this chain + 1)
Velocity & refuel · 11
The deck's weakness is drawing one card per Think; these convert mana into cards mid-chain.
- 3×Flames of Renewal 3FF · ⚡7 5 dmg, then redraw five
- 3×Phoenix Surge 2FF · ⚡6 7 dmg + reclaims Immolate
- 3×Chain Lightning F · ⚡7 3 dmg + free cascade
- 2×Flame Frenzy 1FF · ⚡5 redraw four
Storm padding & flex · 12
Free casts that raise the Apotheosis count, plus channel fodder — every game needs ~4 cards to become sources.
- 3×Static Shock 0 · ⚡9 free; keeps priority
- 2×Mana Made Lightning 1FF · ⚡8 banish spent chaff at 4 dmg each
- 2×Flare Up 1F · ⚡8
- 2×Flameweaver's Dance 2FF · ⚡0
- 2×Stormcaller's Frenzy 1F · ⚡0
- 1×Every Soul Aflame 0 · ⚡3
§5Goldfish results
200 games, deck going first, no opposing interaction. The x-axis is the
pilot's primary actions taken when the cumulative damage crossed each
character's starting health — so each row reads "how fast this deck kills that
character if they never interact."
middle half of games (p25–p75)
median
fastest game
Kill % counts games that finished the job within the simulation's
20-action horizon; the remainder finish later, not never.
| Target | HP | Kill % | Fastest | p25 | Median | p75 | Mean |
A real 10-action kill from the logs (seed 31676) — no storm needed:
a1–a7 channel ×4, think ×3 — four sources, hand loaded
a8 chain: Immolate, Immolate — both resolve at 8 (each sees the other as "another Fire spell"), + Ashka passive → 17
a9 rest
a10 chain: Overload 9 + ability 1 + passive 1 → 28 total — lethal on Ashka, Mortessa, Cassian, Calix, Verlaine
§6Caveats, and what's next
These numbers are a floor, not a ceiling. The pilot is a
scripted policy; it still occasionally sequences a chain wrong or digs when it
should dump. A human playing perfectly is probably one to two actions faster
on the median. Nothing here accounts for interaction — though it's worth
noting the deck's better lines are naturally resilient:
Overload as a capper gives counterspells only
one good target, and a countered spell still raises the storm count.
On Deep Study: I tested a Mind splash (3
Deep Study, 2
Glimpse of Omniscience) and it was
slower here — the Mind source dilutes what
Stoke doubles, and this deck would rather spend
the chain's mana on damage. That's evidence about this shell, not about the
card: draw-three-for-two at speed 4 is absurd rate, and it wants a deck built
around it. That's exactly where Deck II is headed.
§7Head-to-head: Iggy's "fuck you"
Iggy's list — Mortessa splashing Fire, hand attack plus burn — through the
same harness, same dummy, same seeds. Because the standard dummy Thinks every
action, its hand balloons and inflates Flame
Frenzy (with Mortessa, every card the opponent discards is 1 health);
the "resting dummy" row is the fairer read for that deck.
| vs 25 HP, 200 games | Kill % | Mean | Median | Fastest |
| Ashka's Inferno | 96% | 15.2 | 15 | 7 |
| "fuck you" · thinking dummy | 86% | 14.7 | 15 | 3 |
| "fuck you" · resting dummy | 86% | 15.1 | 15 | 7 |
It's fast — faster on average than the Inferno at the top end, and
its dream draws are absurd. The recorded 3-action kill: double
Set Your Heart Alight (Burned stacks, so the
second channels four fleeting sources),
Flame Frenzy into a fat hand for 10 health via
Mortessa, Dredge Up Darkness refueling from the
fresh discard pile, then Zzap, Immolate, and an Ambush
Knife in the Dark — 25 damage on the third
primary action. Against the biggest characters it's clearly ahead (vs 34 HP:
mean 16.2 against the Inferno's 17.2) because health loss and hand
punishment don't care about the target's size. The costs: consistency (86%
vs 96% — two arcana plus a splash bricks more draws) and blood — the pilot
routinely finishes at 12–17 of Mortessa's 26 health, so in a live race every
card it casts helps its opponent's clock too.
Two things the goldfish can't see, both in its favor: health loss ignores
armor and prevention entirely (Earth and Divine defense blank half my deck,
and none of theirs), and Let the Gates Rattle —
which my pilot doesn't even attempt — is a real doomsday wincon against
interactive opponents. One caveat the other way: this pilot got one round of
tuning against the Inferno's five, so its true numbers are a little better
than measured. Verdict: as a pure goldfish the two are near-even with the
Inferno more reliable; as a deck for real games, "fuck you" trades that
reliability for reach my deck simply doesn't have.