- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
Commando Gerz + Nebular Aristocrat
Commando Gerz + Nebular Aristocrat (with Ephial and Lums) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier C in all three ranks. Elemental ramp deck in Light and Earth, estimated elimination in 10.6 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverC
Ideal setup: the abilities to keep and the Tox to aim for, slot by slot. You don’t need them all: the purchase plan gives the priority order.
- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT2to buy
- Cosmic MasqueradeabilityDeck core
- toxDeck core
- Free slotT4to buy
- Silver WindabilityDeck core
- LiftoffabilityDeck core
- Free slotT6to buy
Tox priorities
The advised buying order, opening by opening, and the slot for each Tox. Draws stay random and high rarities come late. “Deck core” lines are only replaced by the same Tox in a better rarity.
Shop openings
At each opening: the odds of each rarity given the deck’s Luck on that turn, the Spamtons generated so far, and the advised purchase. One purchase per opening.
CommonRareEpicLegendary
- T2Graveyard
- T4Reflection
- T6Heart Resistance
- T8skip
- T10skip
Graveyard
Ephial · Common
Replace : Reset
Reflection
Nebular Aristocrat · Rare
Heart Resistance
Lums · Rare
Expected value of a random purchase, before → after this plan: +10.4% → +0.1%
Avoid for this deck
Waterheart · Fireheart · Shapeshifter · Optimisation · Revenge · Temporality
Opponent profiles
Score averaged over nine theoretical opponents, as no real meta can be observed: neutral, fragile, tank and six decks resisting one element, each played first and second. Score gap against the neutral profile, the one used for the displayed gameplan.
Play orderFirst -0.3% · 11.1 turnsSecond +0.3% · 11.1 turns
- Fragile deck+24.2%9 turns · strength
- Tank deck-13.7%13.2 turns · weakness
- Resists Fire0%10.9 turns
- Resists Water0%10.9 turns
- Resists Earth-3.4%11.4 turns
- Resists Nature0%10.9 turns
- Resists Shadow0%10.9 turns
- Resists Light-7.6%11.9 turns · weakness
Strengths
- 2 cards generate bonuses.
- 1,683 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 11.9 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
- Relies on Final Delight (Commando Gerz).
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 10: first big hit, Final Delight (Commando Gerz).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedLight Heart
LumsStart the game with the "Lightheart" passive
RecommendedHow it wins
Generation
Commando Gerz (+15 Earth, +15 Light); Lums (+15 Light, +15 Shadow). First bonuses on turn 2.
Damage
Final Delight (Commando Gerz): 75% of the damage; Silver Wind (Lums): 16% of the damage. 2,803 useful damage, no elimination within 10 turns (estimated around turn 11).
Survival
1,683 healing over the game, mostly from Ephial. 6,374 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
01Turn 1Abilities on cooldown.
Abilities on cooldown.
02Turn 254 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.
Abilities on cooldown.
04Turn 4181 damage
06Turn 692 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
08Turn 8270 damage
09Turn 9Abilities on cooldown.
Abilities on cooldown.