- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
Commando Gerz + Flowering Koala
Commando Gerz + Flowering Koala (with Ephial and Hatchlings of Midas) is one of the best Light decks of the SPAM 1.28.1 tier list (tier C); with these talents it is B at Bronze · Silver. Elemental ramp deck in Light and Nature, estimated elimination in 9.9 turns; first Tox to aim for: Lightheart on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
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
- Vine WrapabilityDeck core
- toxReplaceable
- Replace : LightheartT8to buy
- Chirp-chirp-chirpabilityDeck core
- QuintetabilityDeck core
- Free slotT4to 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
- T2Lightheart
- T4Heart Resistance
- T6skip
- T8Lightheart
- T10skip
Lightheart
Ephial · Common
Replace : Reset
Heart Resistance
Hatchlings of Midas · Rare
Lightheart
Flowering Koala · Epic
Replace : Lightheart
Expected value of a random purchase, before → after this plan: +1.4% → +0.2%
Avoid for this deck
Bomba · Camouflage · Waterheart · Fireheart · Shapeshifter · Optimisation · Phoenix · Taunt · Reset · Revenge · Temporality · Tenacity · Avenger
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 +2.1% · 10.5 turnsSecond -2.1% · 10.8 turns
- Fragile deck+14.8%9 turns · strength
- Tank deck-23%13.8 turns · weakness
- Resists Fire0%10 turns
- Resists Water0%10 turns
- Resists Earth-4.3%10.2 turns
- Resists Nature-5.8%10.5 turns · weakness
- Resists Shadow0%10 turns
- Resists Light-15%12.3 turns · weakness
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 9.9 turns.
- 2,834 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 12.3 turns.
- Struggles against a deck resisting Nature: elimination in 10.5 turns.
- Relies on Vine Wrap (Flowering Koala).
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 8: first big hit, Vine Wrap (Flowering Koala).
- Turn 10: damage peak (1,661).
- 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
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedFocus
EphialAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedCrit Sphere
Flowering KoalaIncreases this card's critical chance by (+2%) each turn
RecommendedReckless
Hatchlings of MidasAt the start of the game, this card transforms into a random card of the same rarity, gains (+500) HP and gives you a bonus of (+2) in each element.
RecommendedHow it wins
Generation
Commando Gerz (+15 Earth, +15 Light); Hatchlings of Midas (+15 Light). First bonuses on turn 2.
Damage
Vine Wrap (Flowering Koala): 61% of the damage; Final Delight (Commando Gerz): 29% of the damage. 3,040 useful damage, opponent eliminated in 9.9 turns.
Survival
2,834 healing over the game, mostly from Ephial and Hatchlings of Midas. 6,919 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 2123 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.
Abilities on cooldown.
04Turn 4352 damage
06Turn 6352 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
08Turn 8702 damage
09Turn 9Abilities on cooldown.
Abilities on cooldown.