- DoubleshadowabilityDeck core
- RegenairabilityDeck core
- Free slotT2to buy
Lums + Rob the Adventurer
Lums + Rob the Adventurer (with Moxilys and Apprentice of Death) is the 26th deck with an accessible collection in the SPAM 1.23 tier list at Celeste · Legend (tier C); with these talents it is B at Bronze · Silver and D at Gold · Crystal. Elemental ramp deck across 3 elements, estimated elimination in 8.5 turns; first Tox to aim for: Punching Bag on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalDBronze · SilverB
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.
- AdventureabilityDeck core
- Replace : ShadowheartT8to buy
- Replace : EarthheartT6to buy
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- Silver WindabilityDeck core
- LiftoffabilityDeck core
- 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
- T2Punching Bag
- T4Reflection
- T6Graveyard
- T8Shadowheart
Punching Bag
Moxilys, the Humming One · Common
Reflection
Lums · Rare
Graveyard
Rob the Adventurer · Rare
Replace : Earthheart
Shadowheart
Rob the Adventurer · Epic
Replace : Shadowheart
Expected value of a random purchase, before → after this plan: +1.1% → +0.1%
Avoid for this deck
Waterheart · Earthheart · Inversion · Shapeshifter · Optimisation · Poison · Revenge · 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 +5% · 9.9 turnsSecond -5% · 10.7 turns
- Fragile deck+26.9%7.6 turns · strength
- Tank deck-29.3%13.5 turns · weakness
- Resists Fire-7.8%10.4 turns · weakness
- Resists Water0%9.7 turns
- Resists Earth0%9.7 turns
- Resists Nature0%9.7 turns
- Resists Shadow-35.2%12.7 turns · weakness
- Resists Light-0.2%9.7 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 8.5 turns.
- 456 healing over the game.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 12.7 turns.
- Struggles against a deck resisting Fire: elimination in 10.4 turns.
- Relies on Nocturnal Burn (Apprentice of Death).
How the game goes
- Turn 2: first bonuses (Moxilys, the Humming One).
- Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 8: damage peak (1,095).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Life-8
Moxilys, the Humming OneThe card's HP and max HP are doubled at the start of turn 8
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedShadow Heart
LumsStart the game with the "Shadowheart" passive
RecommendedHow it wins
Generation
Moxilys, the Humming One (+8 Shadow); Lums (+9 Light, +9 Shadow). First bonuses on turn 2.
Damage
Nocturnal Burn (Apprentice of Death): 74% of the damage; Doubleshadow (Moxilys, the Humming One): 22% of the damage. 2,920 useful damage, opponent eliminated in 8.5 turns.
Survival
456 healing over the game, mostly from Moxilys, the Humming One. 3,854 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
02Turn 2118 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3347 damage
04Turn 4187 damage
06Turn 6276 damage
08Turn 81,095 damage
10Turn 10Simulation complete.
Simulation complete.