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Alchemush I

Alchemush I

Cost 8Variant

Alchemush I is a cost 8 card in Plants on Fire.

Variant · Base card: Alchemush

Ability
Ability at level 4
  • Deploy: Temp increases the selected Minion's ATK by …. Effect increases by 1 for each Minion summoned this match.
Keywords in this ability
Temp
Only works for a single round after which the effect is lost
Deploy
Purchase a Minion and place it in an empty tile to gain its effects
See the full glossary

Base stats (1★)

ATK12
ATK interval1.6s
TargetFront Line
Rarity?

Level progression

Permanent account progress: each level adds ATK and costs Gold plus card copies. Star rank (★) is separate and lasts only one match.

Lv. 5

ATK 14 (+2) · 500 Gold · 2 copies

Lv. 6

ATK 16 (+2) · 800 Gold · 4 copies

Lv. 7

Increases the base ATK bonus to 25. 1200 Gold · 8 copies

Lv. 8

ATK 19 (+3) · 1600 Gold · 14 copies

Lv. 9

ATK 23 (+4) · 2000 Gold · 25 copies

Lv. 10

Increases the ATK bonus for each Minion summoned to 2. 4000 Gold · 40 copies

Lv. 11

Increases the base ATK bonus to 40. 7000 Gold · 60 copies

Lv. 12

Increases the base ATK bonus to 55. 11000 Gold · 75 copies

Card analysis

What this card does inside a deck, from the deck builder's data. It is the same reading the simulator uses to score decks.

Strengths

  • Works as Amplifier and Payoff in a deck.

Weaknesses

  • Costs 8: it only shows up in the shop from R2.

Role in the deck

AmplifierPayoff

What it plays with

  • Turns Summon into power.

Card data checked against game version 2.0.1021.0.

Rounds: when you can get it

Worked out from the official shop and Sun rules, for players in the 1000–1599 trophy range. It assumes you spend all your Sun on this card, which almost never happens in a real match.

  • You can afford 1 copy(ies) (1★) by R2.
  • You can afford 2 copy(ies) (2★) by R2.
  • You can afford 4 copy(ies) (3★) by R4.
  • Chance of showing up at least once in a 3-card shop: R1 0%, R2 3%, R3 6%, R4 9%, R5 12%, R6 14%.