Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Astry) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Elemental ramp deck across 3 elements, estimated elimination in 9.4 turns; first Tox to aim for: Poison on turn 2.

IntermediateElemental rampEarthLight
CTier57.6% · Relative indexv1.26

By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. toxReplaceable

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityDeck core
  2. toxDeck core
  3. Free slotT2
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. Replace : ShadowheartT4
    to buy
  3. Replace : EarthheartT10
    to buy

Astry

Light · Rare

  1. Misunderstood GeniusabilityDeck core
  2. Replace : ChiaroscuroT8
    to buy
  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 openings363 Spamtons generated+57.3% 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 · 57 SpamtonsPoison
  2. T4Luck 4 · 168 SpamtonsPhoenix
  3. T6Luck 6 · 215 SpamtonsEarthheart
  4. T8Luck 8 · 316 SpamtonsBerserk
  5. T10Luck 10 · 363 SpamtonsEarthheart
T2

Poison

Master Amphibian · Common

+20.9%
T4

Phoenix

Rob the Adventurer · Rare

Replace : Shadowheart

+15.2%
T6

Earthheart

Astry · Rare

+5.2%
T8

Berserk

Astry · Epic

Replace : Chiaroscuro (ability)

+9.2%
T10

Earthheart

Rob the Adventurer · Epic

Replace : Earthheart

+6.7%

Expected value of a random purchase, before → after this plan: +12.4% → +0%

Avoid for this deck

Fireheart · Natureheart · Erosion · Shapeshifter · Optimisation · Temporality

Theoretical score11,427
Estimated elimination9.4 turns
Effective HP5,453
Healing242
Spamtons / turn27

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% · 9.1 turnsSecond -0.9% · 9.2 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 9.4 turns.
  • 242 healing over the game.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 10.1 turns.
  • Struggles against a deck resisting Water: elimination in 9.5 turns.
  • Relies on Miasmas of Wisdom (Master Amphibian).

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 10: first big hit, Final Delight (Commando Gerz).
  3. Turn 10: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended

Hardening

Master Amphibian

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

Recommended

Doomed Hour

Rob the Adventurer

Applies Eternity to all enemy cards when this card is killed.

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
Adapt in the workshop

How it wins

Generation

Commando Gerz (+15 Earth, +15 Light); Astry (+80 random). First bonuses on turn 2.

Damage

Miasmas of Wisdom (Master Amphibian): 66% of the damage; Final Delight (Commando Gerz): 28% of the damage. 2,960 useful damage, opponent eliminated in 9.4 turns.

Survival

242 healing over the game, mostly from Astry. 5,453 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 1115 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
115 damage
02Turn 2158 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
158 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3232 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
191 damage
Astry
ChiaroscuroAstry
41 damage+45
04Turn 4347 damage
Astry
Misunderstood GeniusAstry
random +40
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
347 damage
05Turn 5354 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
354 damage
06Turn 6452 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
384 damage
Astry
ChiaroscuroAstry
68 damage+84
07Turn 7391 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
391 damage
08Turn 8519 damage
Astry
Misunderstood GeniusAstry
random +40
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
519 damage
09Turn 995 damage
Astry
ChiaroscuroAstry
95 damage+113
10Turn 101,041 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
1,041 damage