- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
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.
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.
- Aquatic CurseabilityDeck core
- Replace : WaterheartT4to buy
- Replace : NatureheartT2to buy
- Little SpellabilityDeck core
- toxDeck core
- toxDeck core
- Blade-EabilityDeck core
- Watery ChoiceabilityDeck core
- 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.
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
- T2Waterheart
- T4Waterheart
- T6skip
- T8skip
- T10skip
Waterheart
Floral Zombie · Common
Replace : Natureheart
Waterheart
Floral Zombie · Rare
Replace : Waterheart
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
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
- Fragile deck+33.4%8.5 turns · strength
- Tank deck-25.9%15.3 turns · weakness
- Resists Fire0%11.1 turns
- Resists Water-22.9%14.6 turns · weakness
- Resists Earth0%11.1 turns
- Resists Nature-3.6%11.5 turns
- Resists Shadow0%11.1 turns
- Resists Light0%11.1 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
- Turn 3: first bonuses (Medusine Thorn).
- Turn 8: first big hit, Aquatic Curse (Floral Zombie).
- 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
RecommendedTransition
Floral ZombieWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedSoul Vitality
Apprentice EvokerWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedFocus
Water KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedHow 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.