- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
Medusine Thorn + The Companion of Spirits
Medusine Thorn + The Companion of Spirits (with Mistress of Tints and Water Spirit) is in the SPAM 1.23 tier list at Celeste · Legend, tier C (20th of 40); with these talents it is A at Bronze · Silver and B at Gold · Crystal. Midrange deck in Water and Fire, estimated elimination in 7.8 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalBBronze · 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.
- Elemental ChaosabilityDeck core
- MultiboostabilityDeck core
- Free slotT4to buy
- Small WaveabilityDeck core
- HazardoabilityDeck core
- Replace : ImmunityT2to buy
- Aquatic BreathabilityDeck core
- WaveabilityDeck core
- Free slotT6to 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
- T4Graveyard
- T6Berserk
- T8skip
Poison
The Companion of Spirits · Common
Replace : Immunity
Graveyard
Mistress of Tints · Rare
Berserk
Water Spirit · Rare
Expected value of a random purchase, before → after this plan: +6.5% → +0%
Avoid for this deck
Shapeshifter · Revenge · 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 +0.3% · 8.3 turnsSecond -0.3% · 8.4 turns
- Fragile deck+17%6.2 turns · strength
- Tank deck-36.4%12.2 turns · weakness
- Resists Fire0%7.7 turns
- Resists Water-24%10.4 turns · weakness
- Resists Earth0%7.7 turns
- Resists Nature0%7.7 turns
- Resists Shadow0%7.7 turns
- Resists Light0%7.7 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 7.8 turns.
- 302 healing over the game.
Weak spots
- Struggles against a deck resisting Water: elimination in 10.4 turns.
How the game goes
- Turn 1: first bonuses (Water Spirit).
- Turn 3: first big hit, Elemental Chaos (Mistress of Tints).
- Turn 6: damage peak (722).
- Turn 8: opponent eliminated.
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
RecommendedMulti Start
Mistress of TintsGain (+3) in each element.
RecommendedOne Man Army
The Companion of SpiritsEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+5).
RecommendedWater Heart
Water SpiritStart the game with the "Waterheart" passive
RecommendedHow it wins
Generation
Water Spirit (+8 Water); Medusine Thorn (+7 Water); Mistress of Tints (+6 everywhere). First bonuses on turn 1.
Damage
Small Wave (The Companion of Spirits): 33% of the damage; Hazardo (The Companion of Spirits): 27% of the damage. 2,920 useful damage, opponent eliminated in 7.8 turns.
Survival
302 healing over the game, mostly from Medusine Thorn. 2,908 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 1115 damage
02Turn 2143 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3453 damage
04Turn 4332 damage
05Turn 5370 damage
06Turn 6722 damage
07Turn 7535 damage
08Turn 8574 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.