- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT10to buy
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.
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.
- Miasmas of WisdomabilityDeck core
- Replace : ErosionT4to buy
- Free slotT2to buy
- AdventureabilityDeck core
- Replace : ShadowheartT6to buy
- toxReplaceable
- Blade-TabilityDeck core
- Earthly ChoiceabilityDeck core
- Replace : Punching BagT8to 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
- T2Poison
- T4Poison
- T6Phoenix
- T8Earthheart
- T10Berserk
Poison
Master Amphibian · Common
Poison
Master Amphibian · Rare
Replace : Erosion
Phoenix
Rob the Adventurer · Common
Replace : Shadowheart
Earthheart
Earth King · Epic
Replace : Punching Bag
Berserk
Commando Gerz · Epic
Replace : Berserk
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
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
- Fragile deck+16.6%7.9 turns · strength
- Tank deck-20.8%11.3 turns · weakness
- Resists Fire0%9.1 turns
- Resists Water-1.8%9.3 turns
- Resists Earth-15.3%10.6 turns · weakness
- Resists Nature0%9.1 turns
- Resists Shadow0%9.1 turns
- Resists Light-0.6%9.2 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
- Turn 2: first bonuses (Commando Gerz).
- Turn 10: first big hit, Final Delight (Commando Gerz).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHardening
Master AmphibianIncreases this card’s elemental resistances by (+15%).
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedFocus
Earth KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedHow 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.