- Muddy WaterabilityDeck core
- toxDeck core
- toxDeck core
Medusine Thorn + Mistress of Tints
Medusine Thorn + Mistress of Tints (with Frost & Glacier and Ameru) is the 24th deck with an advanced collection in the SPAM 1.23 tier list at Celeste · Legend (tier D); with these talents it is C at Bronze · Silver and C at Gold · Crystal. Midrange deck in Water and Fire, estimated elimination in 9.8 turns; first Tox to aim for: Berserk 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 slotT2to buy
- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
- Smoky DreamabilityDeck core
- Replace : SmokeT4to buy
- Replace : GraveyardT6to 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
- T2Berserk
- T4Waterheart
- T6Graveyard
- T8skip
- T10skip
Berserk
Mistress of Tints · Common
Waterheart
Ameru · Rare
Replace : Smoke
Graveyard
Ameru · Rare
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +2.2% → +0%
Avoid for this deck
Bomba · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Revenge · Punching Bag · Temporality · Tenacity
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 -5.1% · 11.8 turnsSecond +5.1% · 10.7 turns
- Fragile deck+21.2%8 turns · strength
- Tank deck-37.1%16 turns · weakness
- Resists Fire-3.3%10.2 turns
- Resists Water-35%15.4 turns · weakness
- Resists Earth-3.3%10.2 turns
- Resists Nature-3.3%10.2 turns
- Resists Shadow-8.1%10.7 turns · weakness
- Resists Light-8.1%10.7 turns · weakness
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 9.8 turns.
- 545 healing over the game.
Weak spots
- Struggles against a deck resisting Water: elimination in 15.4 turns.
- Struggles against a deck resisting Shadow: elimination in 10.7 turns.
How the game goes
- Turn 3: first bonuses (Mistress of Tints).
- Turn 3: first big hit, Elemental Chaos (Mistress of Tints).
- Turn 9: damage peak (744).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Revaluation
Frost & GlacierIncreases this card’s Spamton generation by (+5).
RecommendedMulti Start
Mistress of TintsGain (+3) in each element.
RecommendedWeaken
Medusine ThornReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Mistress of Tints (+9 everywhere); Medusine Thorn (+7 Water); Ameru (+12 Light, +12 Water, +12 Shadow). First bonuses on turn 3.
Damage
Inflamed Toxin (Medusine Thorn): 31% of the damage; Muddy Water (Frost & Glacier): 29% of the damage. 2,920 useful damage, opponent eliminated in 9.8 turns.
Survival
545 healing over the game, mostly from Medusine Thorn. 4,014 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.