Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Earth King) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and A at Bronze · Silver. Elemental ramp deck in Earth, estimated elimination in 9.2 turns; first Tox to aim for: Poison on turn 2.

IntermediateElemental rampEarth
CTier61.2% · Relative indexv1.23

By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverA

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. Replace : BerserkT10
    to buy

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityDeck core
  2. Replace : ErosionT4
    to buy
  3. Free slotT2
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. Replace : ShadowheartT6
    to buy
  3. toxReplaceable

Earth King

Earth · Epic

  1. Blade-TabilityDeck core
  2. Earthly ChoiceabilityDeck core
  3. Replace : Punching BagT8
    to 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.

5 shop openings321 Spamtons generated+58.8% 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 · 57 SpamtonsPoison
  2. T4Luck 4 · 168 SpamtonsPoison
  3. T6Luck 6 · 215 SpamtonsPhoenix
  4. T8Luck 8 · 266 SpamtonsEarthheart
  5. T10Luck 10 · 321 SpamtonsBerserk
T2

Poison

Master Amphibian · Common

+20.3%
T4

Poison

Master Amphibian · Rare

Replace : Erosion

+15.9%
T6

Phoenix

Rob the Adventurer · Common

Replace : Shadowheart

+7%
T8

Earthheart

Earth King · Epic

Replace : Punching Bag

+11.5%
T10

Berserk

Commando Gerz · Epic

Replace : Berserk

+4.1%

Expected value of a random purchase, before → after this plan: +4.4% → +0%

Avoid for this deck

Shadowheart · Fireheart · Natureheart · Erosion · Shapeshifter · Optimisation · Revenge · Temporality · Avenger

Theoretical score11,010
Estimated elimination9.2 turns
Effective HP5,235
Healing0
Spamtons / turn27

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 +1.2% · 9.4 turnsSecond -1.2% · 9.5 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 9.2 turns.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 10.6 turns.
  • No healing.
  • Relies on Miasmas of Wisdom (Master Amphibian).

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 10: first big hit, Final Delight (Commando Gerz).
  3. Turn 10: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

Soul Vitality

Commando Gerz

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

Recommended

Hardening

Master Amphibian

Increases this card’s elemental resistances by (+15%).

Recommended

Doomed Hour

Rob the Adventurer

Applies Eternity to all enemy cards when this card is killed.

Recommended

Focus

Earth 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

Commando Gerz (+15 Earth, +15 Light); Earth King (+22 Earth). First bonuses on turn 2.

Damage

Miasmas of Wisdom (Master Amphibian): 62% of the damage; Final Delight (Commando Gerz): 26% of the damage. 2,920 useful damage, opponent eliminated in 9.2 turns.

Survival

No healing: with 5,235 effective HP, the deck has to win before it wears down.

The gameplanTheoretical analysis

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

01Turn 197 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
97 damage
02Turn 2139 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
139 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3254 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
173 damage
Earth King
Blade-TEarth King
81 damage
04Turn 4235 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
235 damage
05Turn 5326 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Master Amphibian
Miasmas of WisdomMaster Amphibian
326 damage
06Turn 6535 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
357 damage
Earth King
Blade-TEarth King
178 damage
07Turn 7367 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
367 damage
08Turn 8401 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
401 damage
09Turn 9519 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
308 damage
Earth King
Blade-TEarth King
211 damage
10Turn 10989 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
989 damage