SPAM card game Tox list: Effects and Strategy

Tox are passive upgrades that change damage, survival, element generation, cooldowns, or the in-match economy. The supplied material groups them by function and distinguishes shop upgrades from passives that cards already carry. This list combines those entries while keeping the v1.20 extraction dated and applying later patch corrections where the notes explicitly supply them.

Element generation and resistance

Earthheart, Fireheart, Lightheart, Natureheart, Shadowheart, and Waterheart add their matching element each turn. In the v1.20 snapshot extracted on 7 October 2026, their Common, Rare, Epic, and Legendary values are +1, +2, +5, and +8, with prices of 15, 30, 60, and 120 Spamtons. They share a progression pattern, but the element still has to match the abilities your deck actually uses.

Mimicry generates one point of the same type whenever the opponent generates one or more elements. Heart Resistance raises allied resistances at the start of your turns, a timing clarification recorded in patch 1.21. These effects support different plans: matching Hearts grow your own output predictably, while Mimicry follows the opposing engine and Heart Resistance protects the board.

Damage families and their different jobs

AoE extends damage or healing to adjacent targets, while Berserk increases the whole team's damage and healing. Multiplier doubles the elemental bonus for its own card's damage and heals, rather than doubling every card's output. Erosion reduces a target's maximum HP based on damage dealt, whereas Poison applies damage based on the target's maximum HP over three turns.

The other damage entries are Avenger, Bomba, Brutal, Inversion, Optimization, Reflection, and Revenge. Avenger restores all attacks when a card its bearer did not kill dies; Revenge releases its bearer's attacks when it is destroyed. Optimization chooses the maximum of variable values, while Inversion exchanges damage with healing and Eternity with Temporality, so neither is simply a larger damage number.

Survival families

Ancient Healing restores a percentage of maximum HP at the start of a turn, while Vampirism restores HP from damage dealt. Shield reduces the first attack targeting its bearer on each enemy turn, and Phoenix revives the bearer once. Tenacity instead leaves the bearer at one HP after the first fatal attack; patch 1.23 explicitly extended this protection to attacks that destroy.

Immunity, Punching Bag, Reset, Smoke, Taunt, and Vitalheart complete the survival grouping in the dated extraction. Punching Bag generates its bearer's element when attacked by an enemy, while Vitalheart increases maximum HP over time. Reset keeps a killing attack available, Smoke conceals the allied field after an attack or heal, and Taunt changes which card enemy attacks must target.

Control, economy, and transformation

The control group contains Eternity, Freeze, Temporality, and Vanish. Eternity increases cooldowns, Temporality decreases them, and Vanish removes the target's last passive. Freeze prevents action until the end of the opponent's next turn, but further damage, healing, or a new Tox breaks the ice.

Graveyard increases every elemental bonus when a card dies, Lucky raises Luck over time, and Spamland generates Spamtons. Metamorph offers a transformation choice, while Mystery supplies a random starting passive. Backlash is separately marked as starting-only in the v1.20 source, so its appearance in a passive directory does not establish that it is an ordinary shop purchase.

Corrections to read alongside the list

Patch 1.21, dated 9 October 2026, raises Freeze's shatter damage from 40 to 60 and changes its shop price from 150 to 140 Spamtons. The same patch raises Epic Reset from 130 to 160 Spamtons, overriding those older extraction prices. Patch 1.22 clarifies that a direct Brutal hit destroys Shield and deals damage without that reduction.

Patch 1.23 changes shop Metamorph to offer three cards of the transformed card's element at any rarity. Random Metamorph from talents remains unchanged, so those two transformation rules must stay separate. The latest supplied note is patch 1.25, dated 17 October 2026; it fixes purchases of banned Tox but does not provide a replacement price table for every family.

Use the directory during a match

Read a Tox in three stages: identify the trigger, identify the beneficiary, and check the slot it will occupy. A teamwide Berserk effect and a bearer-only Multiplier effect can both improve damage, but their placement decisions are different. The cards have three slots shared by abilities and Tox, so an attractive purchase can still be harmful if it replaces an essential ability.

Use the Tox Shop guide for the purchase sequence and the Tox upgrades guide for rarity comparisons. The list is a reference for what effects do, rather than a promise that every listed family is available in every match. Shop availability, your surviving cards, available slots, and a family ban all matter to the practical decision.

Read similar names without merging their mechanics

The directory contains several effects whose names or outcomes sound related but whose triggers are different. Reset keeps an attack available when that attack kills an enemy, while Avenger restores attacks when a card its bearer did not kill dies. The distinction matters when planning a finishing sequence because the same death does not automatically satisfy both descriptions.

Phoenix, Tenacity, and Ancient Healing likewise represent three different survival moments. Phoenix acts after destruction with a single-use return, Tenacity changes the first fatal attack, and Ancient Healing acts at the start of a turn. None of these descriptions establishes that ordinary healing can bring back a card that has already been removed.

Patch 1.23 explicitly fixes cards killed by poison or Fatigue at the start of a turn coming back through HP-restoring effects such as Vital Surge or Vitalheart. That correction helps distinguish restoration while alive from a genuine revival mechanic. Patch 1.24 separately fixes Transition after deaths outside an attack, so an actual return effect has its own resolution history.

For a reference lookup, record the family, the stated trigger, and whether the effect is consumed or persists. Then check whether a later patch changes the relevant clause before applying a number from the old extraction. This approach keeps the directory useful for both card passives and shop purchases without pretending that similarly named survival tools are interchangeable.