Master Amphibian + Scorch

Master Amphibian + Scorch (with Armadillo Warrior and Rob the Adventurer) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Aggro deck in Earth and Water, estimated elimination in 6.1 turns; first Tox to aim for: Poison on turn 2.

IntermediateAggro / burstEarthWater
CTier52% · Relative indexv1.28.1

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.

Armadillo Warrior

Earth · Rare

  1. SandstormabilityDeck 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

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxReplaceable
  3. Free slotT6
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. toxReplaceable
  3. toxReplaceable

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 openings344 Spamtons generated+54.5% 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 · 59 SpamtonsPoison
  2. T4Luck 4 · 222 SpamtonsBerserk
  3. T6Luck 6 · 325 SpamtonsEarthheart
T2

Poison

Master Amphibian · Common

+35.7%
T4

Berserk

Armadillo Warrior · Rare

+12.1%
T6

Earthheart

Scorch, the Ignited Lizards · Rare

+6.7%

Expected value of a random purchase, before → after this plan: +2.4% → +0.9%

Avoid for this deck

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

Theoretical score10,517
Estimated elimination6.1 turns
Effective HP2,372
Healing42
Spamtons / turn28

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 +25.4% · 6.6 turnsSecond -25.4% · 9 turns

Strengths

  • Eliminates the opponent in 6.1 turns.
  • 42 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 8.8 turns.
  • Struggles against a deck resisting Water: elimination in 8.3 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, Miasmas of Wisdom (Master Amphibian).
  3. Turn 5: damage peak (728).
  4. Turn 7: opponent eliminated.

Model ranking

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

Understanding the scores

Talents

Aquatic Field

Armadillo Warrior

Water bonus (+7).

Recommended

Hardening

Master Amphibian

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

Recommended

New Life

Scorch, the Ignited Lizards

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

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
Adapt in the workshop

How it wins

Generation

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

Damage

Miasmas of Wisdom (Master Amphibian): 71% of the damage; Sandstorm (Armadillo Warrior): 29% of the damage. 3,040 useful damage, opponent eliminated in 6.1 turns.

Survival

42 healing over the game. 2,372 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 1209 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
127 damage
Armadillo Warrior
SandstormArmadillo Warrior
82 damage
02Turn 2297 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
191 damage
Armadillo Warrior
SandstormArmadillo Warrior
106 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3409 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
271 damage
Armadillo Warrior
SandstormArmadillo Warrior
138 damage
04Turn 4538 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
372 damage
Armadillo Warrior
SandstormArmadillo Warrior
166 damage
05Turn 5633 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
452 damage
Armadillo Warrior
SandstormArmadillo Warrior
181 damage
06Turn 6557 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
409 damage
Armadillo Warrior
SandstormArmadillo Warrior
148 damage
07Turn 7143 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
143 damage
08Turn 8Simulation complete.

Simulation complete.

09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.