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The game plan
EarthLightWater

Earth, Water and Erosion

Scorch supplies Earth and Water bonuses for Master Amphibian’s area attacks, whose Erosion reduces enemy maximum HP. Master Thronebéur increases team accuracy, while Serpentine Heraldess can fully heal itself for 10 Earth.

The line-up

4 cards
2,800Base HP
28Spamton income
3Elements

Each card’s role

How to play it

  1. 01

    Opening turns

    Use Scorch to build the Earth and Water reserves the team needs.

  2. 02

    Build an advantage

    Improve accuracy with Master Thronebéur before attacking with Amphibian and Serpentine Heraldess.

  3. 03

    Close out the duel

    Maintain area pressure with Amphibian and its Erosion, then use Heraldess’s eight hits when available.

Suggested talents

One choice per card
Serpentine Heraldess

Doomed Hour

Applies Eternity to all enemy cards when this card is killed.
Master Thronebéur

Multi Start

Gain (+3) in each element.
Scorch, the Ignited Lizards

New Life

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Tox Shop priorities

Adapt to the match
  1. 1

    Revenge

    Lets a destroyed card unleash its attacks once more.

    80 Spamtons
  2. 2

    Phoenix

    Provides a single-use return after destruction.

    100 Spamtons