- Miasmas of WisdomabilityDeck core
- Replace : ErosionT4to buy
- Free slotT2to buy
Master Amphibian + Rob the Adventurer
Master Amphibian + Rob the Adventurer (with Yotaru and Mistress of Tints) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier B at Celeste · Legend, A at Gold · Crystal and S at Bronze · Silver. Midrange deck in Earth and Water, estimated elimination in 7.5 turns; first Tox to aim for: Poison on turn 2.
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.
- ProtectabilityDeck core
- EarthguardabilityDeck core
- BoostguardabilityDeck core
- AdventureabilityDeck core
- Replace : ShadowheartT8to buy
- toxReplaceable
- Elemental ChaosabilityDeck core
- MultiboostabilityDeck core
- Free slotT6to 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
- T6Berserk
- T8Earthheart
Poison
Master Amphibian · Common
Poison
Master Amphibian · Rare
Replace : Erosion
Berserk
Mistress of Tints · Rare
Earthheart
Rob the Adventurer · Epic
Replace : Shadowheart
Expected value of a random purchase, before → after this plan: +4.4% → +0%
Avoid for this deck
Bomba · Graveyard · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Reset · Revenge · Temporality · Tenacity · 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 +0.8% · 7.6 turnsSecond -0.8% · 7.3 turns
- Fragile deck+12.6%6.2 turns · strength
- Tank deck-26.6%8.7 turns · weakness
- Resists Fire-0.2%7.3 turns
- Resists Water-3.8%7.7 turns
- Resists Earth-6.6%7.8 turns · weakness
- Resists Nature-0.2%7.3 turns
- Resists Shadow-0.2%7.3 turns
- Resists Light-0.2%7.3 turns
Strengths
- Eliminates the opponent in 7.5 turns.
Weak spots
- Struggles against a deck resisting Earth: elimination in 7.8 turns.
- No healing.
- Only one generator: Mistress of Tints.
How the game goes
- Turn 3: first bonuses (Mistress of Tints).
- Turn 6: first big hit, Miasmas of Wisdom (Master Amphibian).
- Turn 8: damage peak (741).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Hardening
Master AmphibianIncreases this card’s elemental resistances by (+15%).
RecommendedShared Shield
Yotaru, LeafguardIncreases the elemental resistances of all allied cards by (+10%).
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.
RecommendedMulti Start
Mistress of TintsGain (+3) in each element.
RecommendedHow it wins
Generation
Mistress of Tints (+6 everywhere). First bonuses on turn 3.
Damage
Miasmas of Wisdom (Master Amphibian): 88% of the damage; Elemental Chaos (Mistress of Tints): 12% of the damage. 2,920 useful damage, opponent eliminated in 7.5 turns.
Survival
No healing: with 4,234 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 1100 damage
02Turn 2144 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3390 damage
04Turn 4286 damage
05Turn 5342 damage
06Turn 6731 damage
07Turn 7588 damage
08Turn 8741 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.