
Spamland Tox — SPAM Economy & Luck
- Price
- 6–24
- Value
- 3–48
- Methodology
- Data Methodology
- Author
- Dakota Chinnick
- Category
- Economy & Luck
- Rarities
- Common, Rare, Epic, Legendary
- Price
- 6–24 ⬢
- Affects
- Whole team
- Earliest Legendary
- Turn 12
Rarity ladder
Game dataValue, Spamton price and the exact effect text at every rarity.
| Rarity | Value | Price | Value per 10 ⬢ | Effect |
|---|---|---|---|---|
| Common | 3 | 6 ⬢ | 5 | Generates (+3) Spamtons per turn |
| Rare | 8 | 10 ⬢ | 8 | Generates (+8) Spamtons per turn |
| Epic | 24 | 16 ⬢ | 15 | Generates (+24) Spamtons per turn |
| Legendary | 48 | 24 ⬢ | 20 | Generates (+48) Spamtons per turn |
Data: SPAM game client v1.20 · extracted Oct 7, 2026 · How we calculate this
When it shows up in the shop
CalculatedChance that one offer is this rarity, then the chance at least one of the 3 offers is (Luck = turn number).
| Rarity | T2 | T4 | T6 | T8 | T10 | T14 | T20 | First possible |
|---|---|---|---|---|---|---|---|---|
| Common | 100% / 100% | 80% / 99% | 50% / 88% | 27% / 61% | 10% / 27% | — | — | Turn 2 |
| Rare | — | 20% / 49% | 45% / 83% | 53% / 90% | 50% / 88% | 35% / 73% | 15% / 38% | Turn 4 |
| Epic | — | — | 5% / 14% | 20% / 49% | 40% / 78% | 60% / 94% | 50% / 88% | Turn 6 |
| Legendary | — | — | — | — | — | 5% / 14% | 35% / 73% | Turn 12 |
These are rarity odds for any Tox of that rarity; a specific Tox is one of the Tox in that rarity's pool.
When to buy, skip or ban
CalculatedAn average deck banks enough Spamtons for the Common Spamland (6) by its turn-2 shop, if it saves.
Its value per 10 Spamtons (5) is at or above the median for its rarity (2), so it's a solid buy when it shows up.
Spamland boosts a whole team, so it's a strong ban target against decks built around it — a ban removes every rarity for both players.
It works for the whole team, so it doesn't matter which card holds it — put it in the slot you need least.
Talents that grant it
Picking one of these talents gives the card this Tox at the start of the match.
- New RichStarts the game with either the Spamland or Lucky passive, chosen at random.
Wyrmling of Lights
Spamland is a Economy & Luck Tox with 4 rarities (Common, Rare, Epic, Legendary). An average deck banks enough Spamtons for the Common Spamland (6) by its turn-2 shop, if it saves. Its value per 10 Spamtons (5) is at or above the median for its rarity (2), so it's a solid buy when it shows up. Spamland boosts a whole team, so it's a strong ban target against decks built around it — a ban removes every rarity for both players.
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Spamland Tox FAQ — SPAM v1.20
What does the Spamland Tox do in SPAM?
Generates (+48) Spamtons per turn
How much does Spamland cost?
Spamland costs 6–24 Spamtons depending on rarity (Common, Rare, Epic, Legendary).
When can Legendary Spamland appear in the shop?
The shop first offers Legendary Tox at turn 12, because rarity odds depend on your Luck, which goes up by one every turn.
Which cards start with Spamland?
No released card starts with Spamland; you buy it in the Tox Shop.
Should I ban Spamland?
Spamland boosts a whole team, so it's a strong ban target against decks built around it — a ban removes every rarity for both players.