- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT10to buy
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Nebular Aristocrat and Ephial) is the 11th deck with an advanced collection in the SPAM 1.26 tier list at Celeste · Legend (tier C); with these talents it is B at Bronze · Silver. Midrange deck in Light and Earth, estimated elimination in 9.4 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.
- Cosmic MasqueradeabilityDeck core
- toxDeck core
- Free slotT2to buy
- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT8to buy
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck 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
- T4Lightheart
- T6skip
- T8Lightheart
- T10Berserk
Lightheart
Nebular Aristocrat · Common
Lightheart
Radiant Shinobi · Rare
Lightheart
Ephial · Epic
Replace : Reset
Berserk
Commando Gerz · Epic
Replace : Berserk
Expected value of a random purchase, before → after this plan: +1.8% → +0%
Avoid for this deck
Waterheart · Fireheart · Inversion · Shapeshifter · Optimisation · Revenge
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 -3.6% · 10.7 turnsSecond +3.6% · 10 turns
- Fragile deck+17.3%8.7 turns · strength
- Tank deck-7.3%11.7 turns · weakness
- Resists Fire0%10.2 turns
- Resists Water0%10.2 turns
- Resists Earth-1.5%10.5 turns
- Resists Nature0%10.2 turns
- Resists Shadow0%10.2 turns
- Resists Light-2.8%10.7 turns
Strengths
- Eliminates the opponent in 9.4 turns.
- 1,183 healing over the game.
- No weakness against element-resistant decks.
Weak spots
- Only one generator: Commando Gerz.
- Relies on Yellow Lightning (Radiant Shinobi).
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 10: first big hit, Yellow Lightning (Radiant Shinobi).
- 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)
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
RecommendedMulticolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedHow it wins
Generation
Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 2.
Damage
Yellow Lightning (Radiant Shinobi): 64% of the damage; Kung‑Fu (Radiant Shinobi): 31% of the damage. 2,960 useful damage, opponent eliminated in 9.4 turns.
Survival
1,183 healing over the game, mostly from Ephial. 6,600 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.
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.
Abilities on cooldown.
04Turn 483 damage
05Turn 51,079 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
08Turn 8110 damage
09Turn 9Abilities on cooldown.
Abilities on cooldown.