- Earth ShakerabilityDeck core
- toxDeck core
- Free slotT4to buy
Master Amphibian + Rob the Adventurer
Master Amphibian + Rob the Adventurer (with Golden Boar and Scorch) is one of the best Earth decks of the SPAM 1.26 tier list (tier C); with these talents it is B at Bronze · Silver. Elemental ramp deck in Earth and Water, estimated elimination in 7.9 turns; first Tox to aim for: Poison on turn 2.
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.
- Miasmas of WisdomabilityDeck core
- toxDeck core
- Free slotT2to buy
- AdventureabilityDeck core
- Replace : ShadowheartT6to buy
- toxReplaceable
- FlameflowabilityDeck core
- toxReplaceable
- Free slotT8to 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
- T4Berserk
- T6Graveyard
- T8Bomba
Poison
Master Amphibian · Common
Berserk
Golden Boar · Rare
Graveyard
Rob the Adventurer · Rare
Replace : Shadowheart
Bomba
Scorch, the Ignited Lizards · Epic
Expected value of a random purchase, before → after this plan: +3.6% → +0.1%
Avoid for this deck
Shadowheart · Fireheart · Lightheart · Natureheart · Inversion · Shapeshifter · Optimisation · Reset · 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 +11.5% · 8.7 turnsSecond -11.5% · 10.8 turns
- Fragile deck+28.5%6.9 turns · strength
- Tank deck-28.8%12.8 turns · weakness
- Resists Fire0%9.3 turns
- Resists Water-8.6%10.1 turns · weakness
- Resists Earth-16.4%11.3 turns · weakness
- Resists Nature0%9.3 turns
- Resists Shadow0%9.3 turns
- Resists Light0%9.3 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 7.9 turns.
- 42 healing over the game.
Weak spots
- Struggles against a deck resisting Earth: elimination in 11.3 turns.
- Struggles against a deck resisting Water: elimination in 10.1 turns.
- Relies on Miasmas of Wisdom (Master Amphibian).
How the game goes
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 4: first big hit, Miasmas of Wisdom (Master Amphibian).
- Turn 8: damage peak (636).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
Golden BoarWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHardening
Master AmphibianIncreases this card’s elemental resistances by (+10%).
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedHow it wins
Generation
Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth); Golden Boar (+8 Earth). First bonuses on turn 1.
Damage
Miasmas of Wisdom (Master Amphibian): 84% of the damage; Earth Shaker (Golden Boar): 16% of the damage. 2,960 useful damage, opponent eliminated in 7.9 turns.
Survival
42 healing over the game. 5,149 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 1100 damage
02Turn 2238 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3225 damage
04Turn 4423 damage
06Turn 6580 damage
08Turn 8636 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.