- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
Master Amphibian + Aidan
Master Amphibian + Aidan (with Medusine Thorn and Ameru) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Elemental ramp deck across 3 elements, estimated elimination in 11.1 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalCBronze · 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.
- Miasmas of WisdomabilityDeck core
- Replace : ErosionT4to buy
- Free slotT2to buy
- LucksterabilityDeck core
- Replace : Pay-torchT10to buy
- Replace : VanishT8to buy
- Smoky DreamabilityDeck core
- Replace : SmokeT6to buy
- toxReplaceable
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
- T2Poison
- T4Poison
- T6Berserk
- T8Waterheart
- T10Berserk
Poison
Master Amphibian · Common
Poison
Master Amphibian · Rare
Replace : Erosion
Berserk
Ameru · Rare
Replace : Smoke
Waterheart
Aidan · Epic
Replace : Vanish
Berserk
Aidan · Epic
Replace : Pay-torch (ability)
Expected value of a random purchase, before → after this plan: +10.4% → +0.2%
Avoid for this deck
Erosion · Shapeshifter · Optimisation · Taunt · Temporality
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% · 11.4 turnsSecond +0.1% · 11.2 turns
- Fragile deck+30.3%8.7 turns · strength
- Tank deck-23.3%14.1 turns · weakness
- Resists Fire0%10.9 turns
- Resists Water-17.2%13.1 turns · weakness
- Resists Earth-4.8%11.5 turns
- Resists Nature0%10.9 turns
- Resists Shadow0%10.9 turns
- Resists Light0%10.9 turns
Strengths
- 3 cards generate bonuses.
- 469 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Water: elimination in 13.1 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 1: first bonuses (Aidan).
- Turn 3: first big hit, Miasmas of Wisdom (Master Amphibian).
- Turn 6: damage peak (418).
- 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
Weaken
Medusine ThornReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedHardening
Master AmphibianIncreases this card’s elemental resistances by (+15%).
RecommendedFocus
AidanAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Aidan (+100 random); Medusine Thorn (+7 Water); Ameru (+8 Light, +8 Water, +8 Shadow). First bonuses on turn 1.
Damage
Miasmas of Wisdom (Master Amphibian): 48% of the damage; Inflamed Toxin (Medusine Thorn): 34% of the damage. 2,633 useful damage, no elimination within 10 turns (estimated around turn 11).
Survival
469 healing over the game, mostly from Medusine Thorn. 4,300 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.