Tox & economy

Which Tox to buy

Where to put your Tox, and what the card loses when they replace an ability.

5 min read
Water SpiritIllustration by Atto

A card’s three slots

Each card has three ability slots, filled by its abilities, its starting Tox, or nothing at all. A Tox goes into a free slot or replaces whatever is there, abilities included. Deck pages tell you what each slot is worth, which to keep, which to sacrifice and where to put the Tox. Slots marked “Deck core” carry the composition: the plan never replaces them, except with a higher rarity of the same Tox.

The gain shown is already net

When a Tox takes the place of an ability or a starting Tox, the engine subtracts what the card loses. A replacement proposal therefore represents an estimated net improvement to the deck’s score. The plan ranks options, but depends on the draws you actually get.

Potential versus the real shop

Plan potential adds up its purchases as if each Tox were equipped from the start of combat. The plan itself follows the game: one purchase per shop opening, within the Spamtons the deck has generated, and only among the rarities offered at that point. Everything is common on turn 2, rares arrive on turn 4, epics on turn 6 (likely around turn 8), legendaries not before turn 12 without Luck bonuses. “Shop openings”, on the deck page and in the workshop, details each step. Draws remain random: prioritize the first accessible improvements rather than automatically pursuing the entire plan.

Related cards

Decks to try