Master Amphibian + Astry

Master Amphibian + Astry (with Floral Zombie and Marineflower) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Elemental ramp deck across 3 elements, estimated elimination in 10.2 turns; first Tox to aim for: Poison on turn 2.

AccessibleElemental rampWaterNature
DTier44.1% · Relative indexv1.26

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.

Floral Zombie

Nature · Common

  1. Aquatic CurseabilityDeck core
  2. toxReplaceable
  3. Replace : NatureheartT10
    to buy

Astry

Light · Rare

  1. Misunderstood GeniusabilityDeck core
  2. ChiaroscuroabilityDeck core
  3. Free slotT8
    to buy

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityDeck core
  2. Replace : ErosionT4
    to buy
  3. Free slotT2
    to buy

Marineflower

Water · Common

  1. Whistling finabilityDeck core
  2. SeabedabilityDeck core
  3. Free slotT6
    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.

5 shop openings417 Spamtons generated+72% 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 · 53 SpamtonsPoison
  2. T4Luck 4 · 110 SpamtonsPoison
  3. T6Luck 6 · 215 SpamtonsAncient Healing
  4. T8Luck 8 · 318 SpamtonsBerserk
  5. T10Luck 10 · 417 SpamtonsWaterheart
T2

Poison

Master Amphibian · Common

+32%
T4

Poison

Master Amphibian · Rare

Replace : Erosion

+12.7%
T6

Ancient Healing

Marineflower · Rare

+5.5%
T8

Berserk

Astry · Epic

+11.4%
T10

Waterheart

Floral Zombie · Epic

Replace : Natureheart

+10.4%

Expected value of a random purchase, before → after this plan: +28.1% → +0.1%

Avoid for this deck

Fireheart · Shapeshifter · Revenge · Temporality

Theoretical score9,739
Estimated elimination10.2 turns
Effective HP3,897
Healing145
Spamtons / turn25

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 +0.9% · 10.1 turnsSecond -0.9% · 10.4 turns

Strengths

  • 2 cards generate bonuses.
  • 145 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Water: elimination in 11.3 turns.
  • Struggles against a deck resisting Earth: elimination in 10.4 turns.
  • Slow: doesn’t eliminate the opponent within 10 turns.

How the game goes

  1. Turn 1: first bonuses (Marineflower).
  2. Turn 8: first big hit, Aquatic Curse (Floral Zombie).
  3. No elimination within 10 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Transition

Floral Zombie

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

Recommended

Reckless

Astry

At the start of the game, this card transforms into a random card of the same rarity, gains (+500) HP and gives you a bonus of (+2) in each element.

Recommended

Hardening

Master Amphibian

Increases this card’s elemental resistances by (+10%).

Recommended

Piercing

Marineflower

All your cards' critical and accuracy increase by (+1%) per turn

Recommended
Adapt in the workshop

How it wins

Generation

Marineflower (+5 Water, +5 Nature); Astry (+80 random). First bonuses on turn 1.

Damage

Miasmas of Wisdom (Master Amphibian): 48% of the damage; Aquatic Curse (Floral Zombie): 43% of the damage. 2,894 useful damage, no elimination within 10 turns (estimated around turn 10).

Survival

145 healing over the game, mostly from Astry. 3,897 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 198 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
78 damage
Marineflower
Whistling finMarineflower
20 damageWater +1 · Nature +1
02Turn 2127 damage
Marineflower
SeabedMarineflower
Master Amphibian
Miasmas of WisdomMaster Amphibian
105 damage
Marineflower
Whistling finMarineflower
22 damageWater +1 · Nature +1
See the rest of the planCollapse the plan+8 turns
03Turn 3164 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
113 damage
Marineflower
Whistling finMarineflower
24 damageWater +1 · Nature +1
Astry
ChiaroscuroAstry
27 damage+30
04Turn 4247 damage
Astry
Misunderstood GeniusAstry
random +40
Marineflower
SeabedMarineflower
Master Amphibian
Miasmas of WisdomMaster Amphibian
209 damage
Marineflower
Whistling finMarineflower
38 damageWater +1 · Nature +1
05Turn 5262 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
221 damage
Marineflower
Whistling finMarineflower
41 damageWater +1 · Nature +1
06Turn 6278 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
234 damage
Astry
ChiaroscuroAstry
44 damage+48
07Turn 7246 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
246 damage
08Turn 81,539 damage
Astry
Misunderstood GeniusAstry
random +40
Floral Zombie
Aquatic CurseFloral Zombie
1,291 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
248 damage
09Turn 962 damage
Astry
ChiaroscuroAstry
62 damage+67
10Turn 10Abilities on cooldown.

Abilities on cooldown.