Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Zayd and Scorch) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Elemental ramp deck in Earth and Water, estimated elimination in 8.7 turns; first Tox to aim for: Poison on turn 2.

Advanced collectionElemental rampEarthWater
DTier44.7% · Relative indexv1.23

By rank, with these talentsCeleste · LegendDGold · CrystalCBronze · SilverC

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

Zayd

Earth · Legendary

  1. World's EndabilityDeck core
  2. FortressabilityDeck core
  3. toxDeck core

Scorch, the Ignited Lizards

Water · Rare

  1. FlameflowabilityDeck core
  2. toxReplaceable
  3. Free slotT4
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. Replace : ShadowheartT6
    to buy
  3. Replace : EarthheartT8
    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 openings338 Spamtons generated+62.1% 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 · 45 SpamtonsPoison
  2. T4Luck 4 · 144 SpamtonsBerserk
  3. T6Luck 6 · 240 SpamtonsEarthheart
  4. T8Luck 8 · 324 SpamtonsEarthheart
T2

Poison

Master Amphibian · Common

+28%
T4

Berserk

Scorch, the Ignited Lizards · Rare

+14.6%
T6

Earthheart

Rob the Adventurer · Rare

Replace : Shadowheart

+7.4%
T8

Earthheart

Rob the Adventurer · Epic

Replace : Earthheart

+12%

Expected value of a random purchase, before → after this plan: +6.1% → +0.1%

Avoid for this deck

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

Theoretical score9,434
Estimated elimination8.7 turns
Effective HP3,018
Healing56
Spamtons / turn21

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 +6.9% · 9.2 turnsSecond -6.9% · 10.3 turns

Strengths

  • Eliminates the opponent in 8.7 turns.
  • 56 healing over the game.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 10.5 turns.
  • Struggles against a deck resisting Water: elimination in 10.3 turns.
  • Only one generator: Scorch, the Ignited Lizards.

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 7: damage peak (927).
  4. Turn 9: 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

Shared Shield

Zayd

Increases the elemental resistances of all allied cards by (+10%).

Recommended

New Life

Scorch, the Ignited Lizards

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

Recommended

Doomed Hour

Rob the Adventurer

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

Recommended
Adapt in the workshop

How it wins

Generation

Scorch, the Ignited Lizards (+15 Fire, +15 Water, +15 Earth). First bonuses on turn 1.

Damage

Miasmas of Wisdom (Master Amphibian): 83% of the damage; World's End (Zayd): 17% of the damage. 2,920 useful damage, opponent eliminated in 8.7 turns.

Survival

56 healing over the game. 3,018 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 197 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
97 damage
02Turn 2147 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
147 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3207 damage
Scorch, the Ignited Lizards
FlameflowScorch, the Ignited Lizards
Fire +3 · Water +3 · Earth +3
Zayd
FortressZayd
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
207 damage
04Turn 4282 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
282 damage
05Turn 5375 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
375 damage
06Turn 6435 damage
Zayd
FortressZayd
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
435 damage
07Turn 7927 damage
Rob the Adventurer
AdventureRob the Adventurer
Zayd
World's EndZayd
548 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
379 damage
08Turn 8385 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
385 damage
09Turn 9393 damage
Zayd
FortressZayd
Master Amphibian
Miasmas of WisdomMaster Amphibian
393 damage
10Turn 10Simulation complete.

Simulation complete.