- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT10to buy
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.
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.
- World's EndabilityDeck core
- FortressabilityDeck core
- toxDeck core
- Miasmas of WisdomabilityDeck core
- Replace : ErosionT6to buy
- Free slotT2to buy
- AdventureabilityDeck core
- Replace : ShadowheartT4to buy
- Replace : EarthheartT8to 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
- T4Earthheart
- T6Poison
- T8Earthheart
- T10Berserk
Poison
Master Amphibian · Common
Earthheart
Rob the Adventurer · Rare
Replace : Shadowheart
Poison
Master Amphibian · Rare
Replace : Erosion
Earthheart
Rob the Adventurer · Epic
Replace : Earthheart
Berserk
Commando Gerz · Epic
Replace : Berserk
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
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
- Fragile deck+17.2%7.6 turns · strength
- Tank deck-22.7%10.9 turns · weakness
- Resists Fire-0.2%9 turns
- Resists Water-5.1%9.4 turns · weakness
- Resists Earth-13.4%10 turns · weakness
- Resists Nature-0.2%9 turns
- Resists Shadow-0.3%9 turns
- Resists Light-4.2%9.3 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
- Turn 2: first bonuses (Commando Gerz).
- Turn 7: first big hit, World's End (Zayd).
- Turn 8: damage peak (916).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedShared Shield
ZaydIncreases the elemental resistances of all allied cards by (+10%).
RecommendedHardening
Master AmphibianIncreases this card’s elemental resistances by (+15%).
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedHow 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.