- Multi-FoliageabilityDeck core
- TruceabilityDeck core
- Replace : TemporalityT2to buy
Floral Zombie + Mistress of Tints
Floral Zombie + Mistress of Tints (with Verdelune and Spirit of the Fauna) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 10.2 turns; first Tox to aim for: Natureheart 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.
- Elemental ChaosabilityDeck core
- MultiboostabilityDeck core
- Free slotT4to buy
- Call of the ForestabilityDeck core
- Replace : Solar healT8to buy
- toxDeck core
- Aquatic CurseabilityDeck core
- Replace : WaterheartT6to buy
- toxReplaceable
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
- T2Natureheart
- T4Natureheart
- T6Berserk
- T8Natureheart
- T10skip
Natureheart
Verdelune · Common
Replace : Temporality
Natureheart
Mistress of Tints · Rare
Berserk
Floral Zombie · Rare
Replace : Waterheart
Natureheart
Spirit of the Fauna · Epic
Replace : Solar heal (ability)
Expected value of a random purchase, before → after this plan: +20.8% → +0%
Avoid for this deck
Inversion · Temporality
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 +0.3% · 11.1 turnsSecond -0.3% · 11.4 turns
- Fragile deck+45.9%7.6 turns · strength
- Tank deck-25.3%14.9 turns · weakness
- Resists Fire-1.2%10.9 turns
- Resists Water-4.1%11.3 turns
- Resists Earth-1.2%10.9 turns
- Resists Nature-16.8%13.1 turns · weakness
- Resists Shadow-1.2%10.9 turns
- Resists Light-1.2%10.9 turns
Strengths
- 2 cards generate bonuses.
- 635 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Nature: elimination in 13.1 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 3: first bonuses (Mistress of Tints).
- Turn 7: 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
Critical
VerdeluneCritical bonus (+10%).
RecommendedMulti Start
Mistress of TintsGain (+2) in each element.
RecommendedAnticipation
Spirit of the FaunaAt the start of the game, this card uses all its abilities. Single-target abilities all hit the same random enemy card.
RecommendedTransition
Floral ZombieWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedHow it wins
Generation
Mistress of Tints (+9 everywhere); Spirit of the Fauna (+8 Nature). First bonuses on turn 3.
Damage
Aquatic Curse (Floral Zombie): 32% of the damage; Multi-Foliage (Verdelune): 23% of the damage. 2,982 useful damage, no elimination within 10 turns (estimated around turn 10).
Survival
635 healing over the game, mostly from Verdelune and Spirit of the Fauna. 3,747 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 1Abilities on cooldown.
Abilities on cooldown.
02Turn 2Abilities on cooldown.
Abilities on cooldown.
See the rest of the planCollapse the plan+8 turns
03Turn 3310 damage
05Turn 5Abilities on cooldown.
Abilities on cooldown.
06Turn 6436 damage
09Turn 9568 damage
10Turn 10Abilities on cooldown.
Abilities on cooldown.