Basics Guide
SPAM Beginner Guide: Your First Matches Explained
Learn how to play SPAM step by step: the 4v4 card duel format, elements, cooldowns, the Tox Shop, talents and how to build your first deck.
Applies to patch 1.23 · 8 min read · Updated 2026-10-15
SPAM is a free-to-play turn-based PvP card battler on Steam. You fight online duels with a deck of four cards, destroy the opponent's four cards before they destroy yours, and upgrade your team mid-match through the Tox Shop. This guide walks through everything a new player meets in the first hour.
The goal of a match
Every duel is 4v4: you and your opponent each field four cards. You win by destroying all four enemy cards while keeping at least one of yours alive. Each card has hit points (HP), one element, and a set of abilities. Some abilities need you to pick a target; others hit automatically or affect the whole board.
- A match starts with a coin flip that decides who plays first.
- The player going second receives extra Spamtons (the in-match currency) as compensation — official statistics show a near-perfect 49.5% / 50.5% win split between first and second player.
- Focus your damage. Removing one enemy card immediately cuts the opponent's actions and their Spamton income.
What happens on first launch
The tutorial (hosted by Subject 042) runs through three short bot matches: basic attacking, card stats and passives, and the Tox Shop. After the tutorial you open your first orbs and build your first deck. Since patch 1.23, new players choose the element of their starter orb, so your first pulls always support the element you picked.
Ranked mode unlocks after three casual matches. There is also a Training mode where you can test decks against an AI that does not fight back — useful for measuring damage, not for practising real games.
Turns, abilities and cooldowns
On your turn, each of your cards can use one ability if it is ready. After an ability is used it goes on cooldown: a number on the ability shows how many turns to wait, and all cooldowns tick down by one at the end of your turn. A ready ability you skip stays available for later turns.
Every ability has three stats worth reading before you commit:
- Accuracy — the chance the ability hits at all. A 50% accuracy attack is a gamble every time you cast it.
- Critical chance — the chance to hit (or heal) harder.
- Critical power — how much stronger that critical is.
Elements and bonuses
SPAM has seven elements: Fire, Water, Earth, Nature, Light, Shadow and Ether. Many abilities grant an element bonus when used — for example, the Nature Spirit's Windmill gives Nature bonus (+1). Bonuses raise the damage and healing of your matching abilities, so a deck that generates bonus points every turn hits harder and harder as the game goes on. This is the single most important growth mechanic in SPAM.
Each card also has its own resistances: a card with 20% fire resistance takes 20% less fire damage. Check enemy resistances before choosing targets — right-click a card to inspect it.
The Tox Shop
Every two turns the Tox Shop opens. Each card generates Spamtons every turn (the number on the card), and you spend that pool — plus a bonus that grows with the turn number — on Tox: passive upgrades you attach to a card slot. Tox have rarities, and the shop can be rerolled for a rising cost if nothing fits your plan. Our Tox guide covers the full system.
Watch a first session
A community creator's first matches: tutorial, orb openings, deck building and the first casual duels.
Building your first deck
A deck is exactly four cards. For your first builds, keep it simple: pick one element, add that element's Spirit (each Spirit generates its element's bonus every turn), and fill the other three slots with commons of the same element. Duplicates are never wasted — a duplicate unlocks a talent (a hidden passive) for that card. Ready-made examples for every element are on our starter decks page.
Beginner FAQ
Is SPAM pay-to-win?
No. Orbs come from leveling up and from crystals earned by playing, and the strongest early cards are commons — the developer has publicly noted that the three best commons outperform legendaries in many lineups. Purchases are mostly cosmetic skins and the optional premium pass.
What should I spend my first crystals on?
Classic orbs. They cost 1,000 crystals, and each orb contains cards, talents or skins. Level-up orbs plus crystal-bought orbs give new accounts a fast early collection.
I lost to the tutorial bots. Is something wrong?
Usually it means damage was spread across all four enemies instead of focused on one. Focus a single target, keep casting bonus-granting abilities, and the bots go down quickly.
When should I play ranked?
Ranked unlocks after three casual matches. Play it as soon as you have a four-card deck you understand — you earn the same crystals and XP either way.