Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Scorch) is the 29th deck with an intermediate collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C); with these talents it is B at Bronze · Silver and B at Gold · Crystal. Elemental ramp deck in Earth and Water, estimated elimination in 7.6 turns; first Tox to aim for: Poison on turn 2.

IntermediateElemental rampEarthWater
CTier54.9% · Relative indexv1.28.1

By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · 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 : EarthheartT8
    to buy

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxReplaceable
  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.

4 shop openings332 Spamtons generated+57.2% 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 · 51 SpamtonsPoison
  2. T4Luck 4 · 206 SpamtonsBerserk
  3. T6Luck 6 · 301 SpamtonsWaterheart
  4. T8Luck 8 · 332 SpamtonsEarthheart
T2

Poison

Master Amphibian · Common

+31.4%
T4

Berserk

Rob the Adventurer · Rare

Replace : Shadowheart

+11.4%
T6

Waterheart

Scorch, the Ignited Lizards · Rare

+6.5%
T8

Earthheart

Rob the Adventurer · Epic

Replace : Earthheart

+7.9%

Expected value of a random purchase, before → after this plan: +3.9% → +0.1%

Avoid for this deck

AoE · Camouflage · Shadowheart · Fireheart · Lightheart · Natureheart · Erosion · Inversion · Shapeshifter · Optimisation · Reset · Revenge · Temporality · Avenger

Theoretical score10,881
Estimated elimination7.6 turns
Effective HP4,845
Healing42
Spamtons / turn24

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 +17.5% · 7.9 turnsSecond -17.5% · 8.9 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 7.6 turns.
  • 42 healing over the game.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 9.2 turns.
  • Struggles against a deck resisting Water: elimination in 8.7 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 (637).
  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

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

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); Commando Gerz (+12 Earth, +12 Light). First bonuses on turn 1.

Damage

Miasmas of Wisdom (Master Amphibian): 100% of the damage. 3,040 useful damage, opponent eliminated in 7.6 turns.

Survival

42 healing over the game. 4,845 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 1125 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
125 damage
02Turn 2205 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
205 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3284 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
284 damage
04Turn 4405 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
405 damage
05Turn 5476 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
476 damage
06Turn 6586 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
586 damage
07Turn 7598 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
598 damage
08Turn 8637 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
637 damage
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.