Meta deck
Earth Engine · Serpentine Heraldess
Master Thronebéur · Rob the Adventurer · Earth Spirit · Serpentine Heraldess
Its cards
Who does what
- Serpentine Heraldess
- Carries the fight
- Earth Spirit
- Brings in Spamtons
- Master Thronebéur
- Takes the hits
- Rob the Adventurer
- Supports the team
The role of each card, calculated from the game’s data: what it does best in ten turns. Tox bought and talents are not counted. calculated
At a glance
Earth×3
Light×1
Recommended talents
- Earth Spirit · Earth Heart
- Start the game with the "Earth Heart" passive
How to play it
Another way to play Serpentine Heraldess: here, two cards build up Earth for her. She spends it twice, to strike and to heal.
Earth Spirit and Rob the Adventurer are the engine. Both of Earth Spirit’s abilities add 1 point of Earth each time they are cast, and Earthheart adds 1 per turn: Rob carries it from the start, Earth Spirit gets it from its Earth Heart talent. Rob casts Adventure again every turn, which raises base damage and healing by 1, and accuracy and critical by 4%.
Serpentine Heraldess spends that Earth. Eternal Constriction strikes eight times for 30 Earth on enemy cards picked at random, and Sacrifice heals her fully for 7 points of Earth: as long as the engine runs, she goes back up to 900 HP.
Master Thronebéur brings the control. Slowing applies Eternity, which lengthens cooldowns, and Luminous Hammer strikes in both Light and Earth.



