- Aquatic CurseabilityDeck core
- toxReplaceable
- Replace : NatureheartT10to buy
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.
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.
- Misunderstood GeniusabilityDeck core
- ChiaroscuroabilityDeck core
- Free slotT8to buy
- Miasmas of WisdomabilityDeck core
- Replace : ErosionT4to buy
- Free slotT2to buy
- Whistling finabilityDeck core
- SeabedabilityDeck 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
- T6Ancient Healing
- T8Berserk
- T10Waterheart
Poison
Master Amphibian · Common
Poison
Master Amphibian · Rare
Replace : Erosion
Ancient Healing
Marineflower · Rare
Berserk
Astry · Epic
Waterheart
Floral Zombie · Epic
Replace : Natureheart
Expected value of a random purchase, before → after this plan: +28.1% → +0.1%
Avoid for this deck
Fireheart · Shapeshifter · Revenge · 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 +0.9% · 10.1 turnsSecond -0.9% · 10.4 turns
- Fragile deck+32.8%7.1 turns · strength
- Tank deck-28.6%13.2 turns · weakness
- Resists Fire0%9.9 turns
- Resists Water-13.8%11.3 turns · weakness
- Resists Earth-5.9%10.4 turns · weakness
- Resists Nature-5.8%10.4 turns · weakness
- Resists Shadow-0.7%9.9 turns
- Resists Light0%9.9 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
- Turn 1: first bonuses (Marineflower).
- Turn 8: 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
Transition
Floral ZombieWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedReckless
AstryAt 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.
RecommendedHardening
Master AmphibianIncreases this card’s elemental resistances by (+10%).
RecommendedPiercing
MarineflowerAll your cards' critical and accuracy increase by (+1%) per turn
RecommendedHow 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
02Turn 2127 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3164 damage
04Turn 4247 damage
05Turn 5262 damage
08Turn 81,539 damage
10Turn 10Abilities on cooldown.
Abilities on cooldown.