Master Amphibian + Scorch

Master Amphibian + Scorch (with Rob the Adventurer and Apprentice of Death) is in the SPAM 1.23 tier list at Celeste · Legend, tier B (14th of 40); with these talents it is S at Bronze · Silver and S at Gold · Crystal. Aggro deck across 4 elements, estimated elimination in 5.5 turns; first Tox to aim for: Poison on turn 2.

IntermediateAggro / burstEarthFire
BTier76.1% · Relative indexv1.23

By rank, with these talentsCeleste · LegendBGold · CrystalSBronze · SilverS

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.

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. toxReplaceable
  3. toxReplaceable

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. Replace : Ancient HealingT6
    to buy
  3. Free slotT4
    to buy

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityDeck core
  2. toxReplaceable
  3. toxDeck core

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.

3 shop openings304 Spamtons generated+28.1% 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 · 304 SpamtonsGraveyard
T2

Poison

Master Amphibian · Common

+14.9%
T4

Berserk

Scorch, the Ignited Lizards · Rare

+6.7%
T6

Graveyard

Scorch, the Ignited Lizards · Rare

Replace : Ancient Healing

+6.5%

Expected value of a random purchase, before → after this plan: +1.5% → +0.5%

Avoid for this deck

AoE · Brutal · Lightheart · Natureheart · Erosion · Eternity · Freeze · Inversion · Shapeshifter · Mimicry · Mystery · Optimisation · Taunt · Reset · Revenge · Punching Bag · Temporality · Avenger

Theoretical score13,037
Estimated elimination5.5 turns
Effective HP2,520
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 +5% · 6.4 turnsSecond -5% · 7.3 turns

Strengths

  • Eliminates the opponent in 5.5 turns.
  • 42 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 7.2 turns.
  • Struggles against a deck resisting Water: elimination in 7.1 turns.
  • Only one generator: Scorch, the Ignited Lizards.

How the game goes

  1. Turn 1: first bonuses (Scorch, the Ignited Lizards).
  2. Turn 3: first big hit, Nocturnal Burn (Apprentice of Death).
  3. Turn 6: damage peak (1,007).
  4. Turn 6: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

Length

Master Amphibian

At the start of your first turn, a random enemy card receives "Eternity"

Recommended

Evolution

Rob the Adventurer

If possible, this card's original passives change rarity based on its HP: the lower its HP, the rarer they are. Thresholds at 75%, 50% and 25% HP.

Recommended

New Life

Scorch, the Ignited Lizards

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

Recommended

Doomed Hour

Apprentice of Death

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

Recommended
Adapt in the workshop

How it wins

Generation

Scorch, the Ignited Lizards (+12 Fire, +12 Water, +12 Earth). First bonuses on turn 1.

Damage

Nocturnal Burn (Apprentice of Death): 50% of the damage; Miasmas of Wisdom (Master Amphibian): 50% of the damage. 2,920 useful damage, opponent eliminated in 5.5 turns.

Survival

42 healing over the game. 2,520 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 2150 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
150 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3517 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Apprentice of Death
Nocturnal BurnApprentice of Death
307 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
210 damage
04Turn 4726 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Rob the Adventurer
AdventureRob the Adventurer
Apprentice of Death
Nocturnal BurnApprentice of Death
400 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
326 damage
05Turn 5890 damage
Rob the Adventurer
AdventureRob the Adventurer
Apprentice of Death
Nocturnal BurnApprentice of Death
465 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
425 damage
06Turn 61,006 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
533 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
473 damage
07Turn 7Simulation complete.

Simulation complete.

08Turn 8Simulation complete.

Simulation complete.

09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.