- Small WaveabilityDeck core
- HazardoabilityDeck core
- Replace : ImmunityT4to buy
Medusine Thorn + The Companion of Spirits
Medusine Thorn + The Companion of Spirits (with Scorch and Water King) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, B at Gold · Crystal and A at Bronze · Silver. Elemental ramp deck in Water and Fire, estimated elimination in 8.2 turns; first Tox to aim for: Graveyard 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.
- FlameflowabilityDeck core
- Replace : Ancient HealingT2to buy
- Free slotT6to buy
- Inflamed ToxinabilityDeck core
- MoltabilityDeck core
- toxDeck core
- Blade-EabilityDeck core
- Watery ChoiceabilityDeck core
- toxDeck core
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
- T2Graveyard
- T4Multiplier
- T6Berserk
- T8skip
Graveyard
Scorch, the Ignited Lizards · Common
Replace : Ancient Healing
Multiplier
The Companion of Spirits · Rare
Replace : Immunity
Berserk
Scorch, the Ignited Lizards · Rare
Expected value of a random purchase, before → after this plan: +6.9% → +0%
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 +1.4% · 8.7 turnsSecond -1.4% · 9 turns
- Fragile deck+16.8%6.7 turns · strength
- Tank deck-29.9%12 turns · weakness
- Resists Fire0%8.2 turns
- Resists Water-29.9%12 turns · weakness
- Resists Earth0%8.2 turns
- Resists Nature0%8.2 turns
- Resists Shadow0%8.2 turns
- Resists Light0%8.2 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 8.2 turns.
- 582 healing over the game.
Weak spots
- Struggles against a deck resisting Water: elimination in 12 turns.
How the game goes
- Turn 1: first bonuses (Scorch, the Ignited Lizards).
- Turn 6: first big hit, Blade-E (Water King).
- Turn 8: damage peak (712).
- Turn 9: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
One 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).
RecommendedNew Life
Scorch, the Ignited LizardsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedLength
Medusine ThornAt the start of your first turn, a random enemy card receives "Eternity"
RecommendedFocus
Water KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedHow it wins
Generation
Scorch, the Ignited Lizards (+21 Fire, +21 Water, +21 Earth); Medusine Thorn (+7 Water); Water King (+11 Water). First bonuses on turn 1.
Damage
Hazardo (The Companion of Spirits): 35% of the damage; Small Wave (The Companion of Spirits): 32% of the damage. 2,920 useful damage, opponent eliminated in 8.2 turns.
Survival
582 healing over the game, mostly from Medusine Thorn. 3,111 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 185 damage
02Turn 2108 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3291 damage
04Turn 4216 damage
05Turn 5381 damage
06Turn 6658 damage
07Turn 7585 damage
08Turn 8712 damage
10Turn 10Simulation complete.
Simulation complete.