Understanding the scores

Method and limits

Tiers come from a simulator that replays cards and decks over ten turns against theoretical opponents.

Cards

Card tiers are relative: a card is ranked against the other cards in the game, not on an absolute score. The score combines attack, generation, defense, support, control and economy. A role marks a genuine strength: a card only gets one when it ranks among the best in the game on that axis. A card without a clear strength is versatile if it holds up on several axes, and utility otherwise.

Decks

The best decks are searched among the possible combinations, then their talents are optimized. The relative index places their score between the average random deck and the best deck found; it is not a win rate.

Theoretical analysis

A ten-turn model. The displayed gameplan and metrics are simulated against a neutral four-card opponent. Each enemy card has its own health: an area attack spreads its damage across targets, and damage beyond a card’s remaining health is lost. The opponent strikes back with the cards still standing: eliminating early reduces incoming damage for the rest of the game. Each of your cards has its own health and falls when it runs out, and a taunt draws the blows. No real meta can be observed: a deck’s score is the average of its scores against nine theoretical opponent profiles (neutral, fragile, tank, six decks resisting one element), each played first and second, and the gap against each profile gives its strengths and weaknesses. One active talent per card, chosen before the match; the tier list offers three ranks: Bronze · Silver without talents, Gold · Crystal with talents 1 and 2, Celeste · Legend with all three, each against opponents of its level. Ability order is heuristic. The Tox plan follows the deck’s Spamtons and the rarities offered as turns go by, but draws stay random. Real games can differ.

Spamdex data

Game version : 1.23
Card data from October 14, 2026
Analyzed on October 18, 2026 · UTC

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