
Illustration by Krackdur. Used under the official card data terms.
Water · Common · Card #119
Marineflower
- HP
- 600
- Spamtons / turn
- 6
- Element
- Water
- Rarity
- Common
Abilities
Whistling fin
Cooldown 1Accuracy 50%Crit 50% (×2)Deal 10 Water damage + Water bonus (+2) on critical hit Deal 10 Nature damage + Nature bonus (+2) on critical hit
Seabed
Cooldown 2Accuracy 100%Accuracy (+12%)
Talents
Unlock one talent slot per duplicate pulled. Opponents cannot see which talents you run.
- 1
Piercing
All your cards' critical and accuracy increase by (+1%) per turn
- 2
Critical
Critical bonus (+10%).
- 3
Increasing Error
Each time this card attacks, a random enemy card loses 3% accuracy
Resistances
Fire
5%
Water
5%
Earth
5%
Nature
5%
Light
5%
Shadow
5%
Playing Marineflower
Marineflower is a common Water card generating 6 Spamtons per turn with 600 HP. Its signature abilities are Whistling fin and Seabed. Element bonuses and Tox Shop passives amplify everything it does — build around its strengths and review the deck building guide for team patterns.
Now that the world seems to have regained its elemental balance, nature and its adaptation to the environment can be observed as never before. Along the western coasts of Lumethia, one can see clusters of algae coming from the Ocean of the Depths. These beaches are off-limits because of very aggressive Marineflowers that may have settled there. These sea eels are quite feared by fishermen. However, they are a delicacy, a specialty of the ports of Lumethia.
Decks featuring Marineflower
More Water cards
Data snapshot: official SPAMdex, patch 1.23 (reviewed 2026-10-15).




