Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Zayd) is the 12th deck with an advanced collection in the SPAM 1.23 tier list at Celeste · Legend (tier C); with these talents it is A at Bronze · Silver. Midrange deck in Earth and Light, estimated elimination in 9.2 turns; first Tox to aim for: Poison on turn 2.

Advanced collectionMidrangeEarthLight
CTier65% · Relative indexv1.23

By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverA

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. Replace : BerserkT10
    to buy

Zayd

Earth · Legendary

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

Master Amphibian

Earth · Common

  1. Miasmas of WisdomabilityDeck core
  2. Replace : ErosionT6
    to buy
  3. Free slotT2
    to buy

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. Replace : ShadowheartT4
    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.

5 shop openings288 Spamtons generated+51.2% 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 · 39 SpamtonsPoison
  2. T4Luck 4 · 82 SpamtonsEarthheart
  3. T6Luck 6 · 170 SpamtonsPoison
  4. T8Luck 8 · 253 SpamtonsEarthheart
  5. T10Luck 10 · 288 SpamtonsBerserk
T2

Poison

Master Amphibian · Common

+21.7%
T4

Earthheart

Rob the Adventurer · Rare

Replace : Shadowheart

+10.3%
T6

Poison

Master Amphibian · Rare

Replace : Erosion

+9.6%
T8

Earthheart

Rob the Adventurer · Epic

Replace : Earthheart

+6.3%
T10

Berserk

Commando Gerz · Epic

Replace : Berserk

+3.3%

Expected value of a random purchase, before → after this plan: +7.6% → +0%

Avoid for this deck

AoE · Erosion · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Revenge · Temporality · Tenacity · Avenger

Theoretical score11,466
Estimated elimination9.2 turns
Effective HP5,911
Healing0
Spamtons / turn18

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 -0.8% · 9.4 turnsSecond +0.8% · 9.2 turns

Strengths

  • Eliminates the opponent in 9.2 turns.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 10 turns.
  • Struggles against a deck resisting Water: elimination in 9.4 turns.
  • No healing.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 7: first big hit, World's End (Zayd).
  3. Turn 8: damage peak (916).
  4. Turn 10: 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

Shared Shield

Zayd

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

Recommended

Hardening

Master Amphibian

Increases this card’s elemental resistances by (+15%).

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

Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 2.

Damage

Miasmas of Wisdom (Master Amphibian): 63% of the damage; Final Delight (Commando Gerz): 21% of the damage. 2,920 useful damage, opponent eliminated in 9.2 turns.

Survival

No healing: with 5,911 effective HP, the deck has to win before it wears down.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 195 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
95 damage
02Turn 2134 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
134 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3166 damage
Zayd
FortressZayd
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
166 damage
04Turn 4223 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
223 damage
05Turn 5265 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
265 damage
06Turn 6298 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Zayd
FortressZayd
Master Amphibian
Miasmas of WisdomMaster Amphibian
298 damage
07Turn 7834 damage
Zayd
World's EndZayd
528 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
306 damage
08Turn 8340 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
340 damage
09Turn 9262 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
262 damage
10Turn 10691 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
691 damage