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.

AccessibleElemental rampEarthWater
CTier53.8% · 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.

Golden Boar

Earth · Common

  1. Earth ShakerabilityDeck core
  2. toxDeck core
  3. Free slotT4
    to buy

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 : ShadowheartT6
    to buy
  3. toxReplaceable

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxReplaceable
  3. Free slotT8
    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.

4 shop openings348 Spamtons generated+63.4% 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 · 55 SpamtonsPoison
  2. T4Luck 4 · 214 SpamtonsBerserk
  3. T6Luck 6 · 313 SpamtonsGraveyard
  4. T8Luck 8 · 348 SpamtonsBomba
T2

Poison

Master Amphibian · Common

+29.4%
T4

Berserk

Golden Boar · Rare

+12.4%
T6

Graveyard

Rob the Adventurer · Rare

Replace : Shadowheart

+9.2%
T8

Bomba

Scorch, the Ignited Lizards · Epic

+12.4%

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

Theoretical score10,952
Estimated elimination7.9 turns
Effective HP5,149
Healing42
Spamtons / turn26

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

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

  1. Turn 1: first bonuses (Scorch, the Ignited Lizards).
  2. Turn 4: first big hit, Miasmas of Wisdom (Master Amphibian).
  3. Turn 8: damage peak (636).
  4. Turn 8: 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

Golden Boar

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

New Life

Scorch, the Ignited Lizards

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Recommended
Adapt in the workshop

How 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
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
100 damage
02Turn 2238 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Golden Boar
Earth ShakerGolden Boar
77 damageEarth +2
Master Amphibian
Miasmas of WisdomMaster Amphibian
161 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3225 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
225 damage
04Turn 4423 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
306 damage
Golden Boar
Earth ShakerGolden Boar
117 damageEarth +2
05Turn 5376 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
376 damage
06Turn 6580 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
444 damage
Golden Boar
Earth ShakerGolden Boar
136 damageEarth +2
07Turn 7471 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
471 damage
08Turn 8636 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
481 damage
Golden Boar
Earth ShakerGolden Boar
155 damageEarth +2
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.