Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Nebular Aristocrat) is the 6th deck with an accessible collection in the SPAM 1.26 tier list at Celeste · Legend (tier B); with these talents it is S at Bronze · Silver and A at Gold · Crystal. Midrange deck in Earth, estimated elimination in 7.5 turns; first Tox to aim for: Poison on turn 2.

AccessibleMidrangeEarth
BTier73.5% · Relative indexv1.26

By rank, with these talentsCeleste · LegendBGold · CrystalABronze · SilverS

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. Replace : Final DelightT8
    to buy
  3. toxReplaceable

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityDeck core
  2. Replace : ErosionT6
    to buy
  3. Free slotT2
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. toxReplaceable
  3. toxReplaceable

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. toxDeck core
  3. Free slotT4
    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.

4 shop openings278 Spamtons generated+38.7% 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 · 43 SpamtonsPoison
  2. T4Luck 4 · 140 SpamtonsPhoenix
  3. T6Luck 6 · 241 SpamtonsPoison
  4. T8Luck 8 · 278 SpamtonsWaterheart
T2

Poison

Master Amphibian · Common

+14.6%
T4

Phoenix

Nebular Aristocrat · Common

+10.8%
T6

Poison

Master Amphibian · Rare

Replace : Erosion

+8.1%
T8

Waterheart

Commando Gerz · Epic

Replace : Final Delight (ability)

+5.3%

Expected value of a random purchase, before → after this plan: +3.7% → +0.3%

Avoid for this deck

AoE · Shadowheart · Fireheart · Lightheart · Natureheart · Erosion · Eternity · Freeze · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Revenge · Temporality

Theoretical score13,425
Estimated elimination7.5 turns
Effective HP4,731
Healing0
Spamtons / turn20

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% · 7.8 turnsSecond -0.1% · 7.7 turns

Strengths

  • Eliminates the opponent in 7.5 turns.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 8.5 turns.
  • No healing.
  • Only one generator: Commando Gerz.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 5: first big hit, Miasmas of Wisdom (Master Amphibian).
  3. Turn 4: damage peak (798).
  4. Turn 8: 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 (+10%).

Recommended

Doomed Hour

Rob the Adventurer

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

Recommended

Transition

Nebular Aristocrat

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

Recommended
Adapt in the workshop

How it wins

Generation

Commando Gerz (+12 Earth, +12 Light). First bonuses on turn 2.

Damage

Miasmas of Wisdom (Master Amphibian): 100% of the damage. 2,960 useful damage, opponent eliminated in 7.5 turns.

Survival

No healing: with 4,731 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 195 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
95 damage
02Turn 2159 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
159 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3195 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
195 damage
04Turn 4298 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
298 damage
05Turn 5352 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
352 damage
06Turn 6503 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
503 damage
07Turn 7521 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
521 damage
08Turn 8625 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Master Amphibian
Miasmas of WisdomMaster Amphibian
625 damage
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.