Master Amphibian + Rob the Adventurer

Master Amphibian + Rob the Adventurer (with Commando Gerz and Mistress of Tints) is the 24th deck with an intermediate collection in the SPAM 1.23 tier list at Celeste · Legend (tier D); with these talents it is C at Bronze · Silver and C at Gold · Crystal. Midrange deck in Earth and Light, estimated elimination in 9.1 turns; first Tox to aim for: Poison on turn 2.

IntermediateMidrangeEarthLight
DTier47.9% · 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

Rob the Adventurer

Earth · Common

  1. AdventureabilityDeck core
  2. Replace : ShadowheartT4
    to buy
  3. toxReplaceable

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Replace : Final DelightT6
    to buy
  3. toxReplaceable

Mistress of Tints

Earth · Rare

  1. Elemental ChaosabilityDeck core
  2. MultiboostabilityDeck core
  3. Free slotT8
    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 openings341 Spamtons generated+74.8% 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 · 57 SpamtonsPoison
  2. T4Luck 4 · 168 SpamtonsPhoenix
  3. T6Luck 6 · 215 SpamtonsWaterheart
  4. T8Luck 8 · 306 SpamtonsEarthheart
  5. T10Luck 10 · 341 Spamtonsskip
T2

Poison

Master Amphibian · Common

+31.1%
T4

Phoenix

Rob the Adventurer · Rare

Replace : Shadowheart

+21.2%
T6

Waterheart

Commando Gerz · Rare

Replace : Final Delight (ability)

+8.8%
T8

Earthheart

Mistress of Tints · Epic

+13.7%

Expected value of a random purchase, before → after this plan: +7.7% → +0.1%

Avoid for this deck

Shadowheart · Fireheart · Natureheart · Erosion · Inversion · Shapeshifter · Optimisation · Taunt · Temporality

Theoretical score9,798
Estimated elimination9.1 turns
Effective HP5,095
Healing0
Spamtons / turn27

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% · 10 turnsSecond -6% · 11.1 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 9.1 turns.
  • Has control effects.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 11.4 turns.
  • Struggles against a deck resisting Water: elimination in 10.7 turns.
  • No healing.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 10: first big hit, Final Delight (Commando Gerz).
  3. 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

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

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended

Piercing

Mistress of Tints

All your cards' critical and accuracy increase by (+1%) per turn

Recommended
Adapt in the workshop

How it wins

Generation

Commando Gerz (+15 Earth, +15 Light); Mistress of Tints (+6 everywhere). First bonuses on turn 2.

Damage

Miasmas of Wisdom (Master Amphibian): 66% of the damage; Final Delight (Commando Gerz): 22% of the damage. 2,920 useful damage, opponent eliminated in 9.1 turns.

Survival

No healing: with 5,095 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 197 damage
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
97 damage
02Turn 2141 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
141 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3413 damage
Mistress of Tints
MultiboostMistress of Tints
All +3
Rob the Adventurer
AdventureRob the Adventurer
Mistress of Tints
Elemental ChaosMistress of Tints
197 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
216 damage
04Turn 4290 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Rob the Adventurer
AdventureRob the Adventurer
Master Amphibian
Miasmas of WisdomMaster Amphibian
290 damage
05Turn 5305 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
305 damage
06Turn 6679 damage
Mistress of Tints
MultiboostMistress of Tints
All +3
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
397 damage
Mistress of Tints
Elemental ChaosMistress of Tints
282 damage
07Turn 7310 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
310 damage
08Turn 8344 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Master Amphibian
Miasmas of WisdomMaster Amphibian
344 damage
09Turn 9358 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
358 damage
10Turn 101,170 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
909 damage
Master Amphibian
Miasmas of WisdomMaster Amphibian
261 damage