- SandstormabilityDeck core
- toxDeck core
- Free slotT4to buy
Apprentice of Death + Rob the Adventurer
Apprentice of Death + Rob the Adventurer (with Armadillo Warrior and Master Amphibian) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, B at Gold · Crystal and A at Bronze · Silver. Aggro deck across 4 elements, estimated elimination in 6.6 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · 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
- toxDeck core
- Free slotT2to buy
- AdventureabilityDeck core
- toxReplaceable
- toxReplaceable
- Nocturnal BurnabilityDeck core
- toxReplaceable
- 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
- T2Poison
- T4Berserk
- T6skip
Poison
Master Amphibian · Common
Berserk
Armadillo Warrior · Rare
Expected value of a random purchase, before → after this plan: +7.6% → +0.2%
Avoid for this deck
AoE · Lightheart · Natureheart · Eternity · Freeze · Inversion · Shapeshifter · Optimisation · Reset · 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 +6.6% · 7 turnsSecond -6.6% · 7.7 turns
- Fragile deck+16.4%5.2 turns · strength
- Tank deck-74.4%11 turns · weakness
- Resists Fire-2.5%7 turns
- Resists Water-25%8.2 turns · weakness
- Resists Earth-20.9%7.8 turns · weakness
- Resists Nature0%6.7 turns
- Resists Shadow-4.6%7.1 turns
- Resists Light0%6.7 turns
Strengths
- Eliminates the opponent in 6.6 turns.
- Has control effects.
Weak spots
- Struggles against a deck resisting Water: elimination in 8.2 turns.
- Struggles against a deck resisting Earth: elimination in 7.8 turns.
- No healing.
How the game goes
- Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 5: damage peak (1,024).
- Turn 7: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Aquatic Field
Armadillo WarriorWater bonus (+7).
RecommendedLength
Master AmphibianAt the start of your first turn, a random enemy card receives "Eternity"
RecommendedEvolution
Rob the AdventurerIf possible, this card's original passives change rarity based on its HP: the lower its HP, the rarer they are. Thresholds at 75%, 50% and 25% HP.
RecommendedDoomed Hour
Apprentice of DeathApplies Eternity to all enemy cards when this card is killed.
RecommendedHow it wins
Generation
No ability generates bonuses: the deck relies on its talents and starting Tox.
Damage
Miasmas of Wisdom (Master Amphibian): 52% of the damage; Nocturnal Burn (Apprentice of Death): 31% of the damage. 3,040 useful damage, opponent eliminated in 6.6 turns.
Survival
No healing: with 2,552 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 1169 damage
02Turn 2208 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3482 damage
04Turn 4307 damage
05Turn 5703 damage
06Turn 6452 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.