Skip to content
Tierz
All decks

Meta deck

Earth Engine · Serpentine Heraldess

Master Thronebéur · Rob the Adventurer · Earth Spirit · Serpentine Heraldess

Open in the deck builder

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

Hit points
2,750
calculated
Spamtons per turn
36
calculated
Elements
  • 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.