Medusine Thorn + Floral Zombie

Medusine Thorn + Floral Zombie (with Apprentice Evoker and Water King) 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 in Water, estimated elimination in 10.2 turns; first Tox to aim for: Waterheart on turn 2.

IntermediateElemental rampWater
DTier44.2% · Relative indexv1.23

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.

Medusine Thorn

Shadow · Common

  1. Inflamed ToxinabilityDeck core
  2. MoltabilityDeck core
  3. toxDeck core

Floral Zombie

Nature · Common

  1. Aquatic CurseabilityDeck core
  2. Replace : WaterheartT4
    to buy
  3. Replace : NatureheartT2
    to buy

Apprentice Evoker

Water · Common

  1. Little SpellabilityDeck core
  2. toxDeck core
  3. toxDeck core

Water King

Water · Epic

  1. Blade-EabilityDeck core
  2. Watery ChoiceabilityDeck core
  3. toxDeck core

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.

5 shop openings405 Spamtons generated+26.4% Plan potential

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

  1. T2Luck 2 · 73 SpamtonsWaterheart
  2. T4Luck 4 · 150 SpamtonsWaterheart
  3. T6Luck 6 · 231 Spamtonsskip
  4. T8Luck 8 · 316 Spamtonsskip
  5. T10Luck 10 · 405 Spamtonsskip
T2

Waterheart

Floral Zombie · Common

Replace : Natureheart

+13.7%
T4

Waterheart

Floral Zombie · Rare

Replace : Waterheart

+12.8%

Expected value of a random purchase, before → after this plan: +6.2% → +0%

Avoid for this deck

AoE · Bomba · Shield · Brutal · Lucky · Shadowheart · Lightheart · Earthheart · Vanish · Erosion · Eternity · Smoke · Freeze · Immunity · Inversion · Shapeshifter · Mystery · Phoenix · Taunt · Reflection · Reset · Revenge · Punching Bag · Ancient Healing · Spamland · Temporality · Tenacity · Vampirism

Theoretical score8,920
Estimated elimination10.2 turns
Effective HP4,609
Healing164
Spamtons / turn35

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 +3.2% · 11.3 turnsSecond -3.2% · 12.1 turns

Strengths

  • 2 cards generate bonuses.
  • 164 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Water: elimination in 14.6 turns.
  • Slow: doesn’t eliminate the opponent within 10 turns.

How the game goes

  1. Turn 3: first bonuses (Medusine Thorn).
  2. Turn 8: first big hit, Aquatic Curse (Floral Zombie).
  3. No elimination within 10 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Weaken

Medusine Thorn

Reduces the elemental resistances of all enemy cards by (-1%) per turn

Recommended

Transition

Floral Zombie

When this card is permanently killed, it comes back to life with the "Random Metamorph" passive.

Recommended

Soul Vitality

Apprentice Evoker

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended

Focus

Water King

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended
Adapt in the workshop

How it wins

Generation

Medusine Thorn (+7 Water); Water King (+22 Water). First bonuses on turn 3.

Damage

Inflamed Toxin (Medusine Thorn): 37% of the damage; Aquatic Curse (Floral Zombie): 29% of the damage. 2,862 useful damage, no elimination within 10 turns (estimated around turn 10).

Survival

164 healing over the game, mostly from Medusine Thorn. 4,609 effective HP at the start.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 125 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
25 damage+18
02Turn 233 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
33 damage+18
See the rest of the planCollapse the plan+8 turns
03Turn 3277 damage
Medusine Thorn
MoltMedusine Thorn
Water +7
Apprentice Evoker
Little SpellApprentice Evoker
117 damage
Water King
Blade-EWater King
93 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
67 damage+18
04Turn 476 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
76 damage+18
05Turn 5122 damage
Water King
Watery ChoiceWater King
Water +11
Medusine Thorn
Inflamed ToxinMedusine Thorn
122 damage+18
06Turn 6508 damage
Apprentice Evoker
Little SpellApprentice Evoker
209 damage
Water King
Blade-EWater King
167 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
132 damage+18
07Turn 7142 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
142 damage+18
08Turn 81,038 damage
Floral Zombie
Aquatic CurseFloral Zombie
885 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
153 damage+18
09Turn 9619 damage
Apprentice Evoker
Little SpellApprentice Evoker
253 damage
Water King
Blade-EWater King
202 damage
Medusine Thorn
Inflamed ToxinMedusine Thorn
164 damage+18
10Turn 10213 damage
Water King
Watery ChoiceWater King
Water +11
Medusine Thorn
Inflamed ToxinMedusine Thorn
213 damage+18