- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
Medusine Thorn + Water King
Medusine Thorn + Water King (with Frost & Glacier and Ameru) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Midrange deck in Water, estimated elimination in 11.6 turns; first Tox to aim for: Poison on turn 2.
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.
- Muddy WaterabilityDeck core
- toxDeck core
- Replace : ErosionT4to buy
- Blade-EabilityDeck core
- Watery ChoiceabilityDeck core
- toxDeck core
- Smoky DreamabilityDeck core
- Replace : SmokeT2to buy
- Replace : GraveyardT6to 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.
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
- T2Poison
- T4Waterheart
- T6Graveyard
- T8skip
- T10skip
Poison
Ameru · Common
Replace : Smoke
Waterheart
Frost & Glacier · Rare
Replace : Erosion
Graveyard
Ameru · Rare
Replace : Graveyard
Expected value of a random purchase, before → after this plan: +6.8% → +0%
Avoid for this deck
Brutal · Natureheart · Earthheart · Erosion · Smoke · Inversion · Shapeshifter · Optimisation · Reset · Revenge · Spamland · Temporality
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 -0.9% · 12.2 turnsSecond +0.9% · 12.1 turns
- Fragile deck+30.3%8.9 turns · strength
- Tank deck-24.1%15.7 turns · weakness
- Resists Fire0%11.6 turns
- Resists Water-22.6%15.4 turns · weakness
- Resists Earth0%11.6 turns
- Resists Nature0%11.6 turns
- Resists Shadow-0.1%11.6 turns
- Resists Light-0.1%11.6 turns
Strengths
- 3 cards generate bonuses.
- 262 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Water: elimination in 15.4 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 3: first bonuses (Medusine Thorn).
- Turn 6: first big hit, Muddy Water (Frost & Glacier).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Weaken
Medusine ThornReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedRevaluation
Frost & GlacierIncreases this card’s Spamton generation by (+5).
RecommendedFocus
Water KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedHow it wins
Generation
Medusine Thorn (+7 Water); Ameru (+8 Light, +8 Water, +8 Shadow); Water King (+22 Water). First bonuses on turn 3.
Damage
Inflamed Toxin (Medusine Thorn): 39% of the damage; Muddy Water (Frost & Glacier): 37% of the damage. 2,507 useful damage, no elimination within 10 turns (estimated around turn 12).
Survival
262 healing over the game, mostly from Medusine Thorn. 4,361 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.