- CocoonabilityDeck core
- CaterpillarabilityDeck core
- ButterflyabilityDeck core
Gabriel + Verdelune
Gabriel + Verdelune (with Pyrocock and Marineflower) is the 20th deck with an advanced collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C) and keeps that tier in all three ranks with these talents. Elemental ramp deck in Nature, estimated elimination in 10 turns; first Tox to aim for: Reflection 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.
- Multi-FoliageabilityDeck core
- TruceabilityDeck core
- toxDeck core
- CacophonyabilityDeck core
- Cry of the PerchabilityDeck core
- Replace : ResetT4to buy
- Whistling finabilityDeck core
- SeabedabilityDeck core
- Free slotT2to 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
- T2Reflection
- T4Natureheart
- T6skip
- T8skip
- T10skip
Reflection
Marineflower · Common
Natureheart
Pyrocock · Rare
Replace : Reset
Expected value of a random purchase, before → after this plan: +10% → +0%
Avoid for this deck
Camouflage · Waterheart · Shadowheart · Lightheart · Earthheart · Shapeshifter · Reset · 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 -4.4% · 11.1 turnsSecond +4.4% · 10.3 turns
- Fragile deck+21.8%8.2 turns · strength
- Tank deck-35.9%15.1 turns · weakness
- Resists Fire-7.5%10.1 turns · weakness
- Resists Water0%9.8 turns
- Resists Earth0%9.8 turns
- Resists Nature-32.8%14.1 turns · weakness
- Resists Shadow0%9.8 turns
- Resists Light0%9.8 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 10 turns.
- 375 healing over the game.
Weak spots
- Struggles against a deck resisting Nature: elimination in 14.1 turns.
- Struggles against a deck resisting Fire: elimination in 10.1 turns.
How the game goes
- Turn 1: first bonuses (Marineflower).
- Turn 6: first big hit, Multi-Foliage (Verdelune).
- Turn 9: damage peak (1,032).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
GabrielWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedCritical
VerdeluneCritical bonus (+10%).
RecommendedSoul Vitality
PyrocockWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedPiercing
MarineflowerAll your cards' critical and accuracy increase by (+1%) per turn
RecommendedHow it wins
Generation
Marineflower (+6 Water, +6 Nature); Gabriel (+30 Nature); Pyrocock (+8 Fire, +8 Nature). First bonuses on turn 1.
Damage
Multi-Foliage (Verdelune): 50% of the damage; Cry of the Perch (Pyrocock): 32% of the damage. 3,040 useful damage, opponent eliminated in 10 turns.
Survival
375 healing over the game, mostly from Verdelune. 7,362 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.