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.

Advanced collectionMidrangeLightEarth
CTier63.1% · Relative indexv1.26

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. Replace : BerserkT10
    to buy

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. toxDeck core
  3. Free slotT2
    to buy

Ephial

Light · Legendary

  1. Astral TackleabilityDeck core
  2. Planet HealabilityDeck core
  3. Replace : ResetT8
    to buy

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT4
    to 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.

5 shop openings399 Spamtons generated+40.6% Plan potential

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

  1. T2Luck 2 · 53 SpamtonsLightheart
  2. T4Luck 4 · 110 SpamtonsLightheart
  3. T6Luck 6 · 221 Spamtonsskip
  4. T8Luck 8 · 336 SpamtonsLightheart
  5. T10Luck 10 · 399 SpamtonsBerserk
T2

Lightheart

Nebular Aristocrat · Common

+5.1%
T4

Lightheart

Radiant Shinobi · Rare

+12%
T8

Lightheart

Ephial · Epic

Replace : Reset

+11.6%
T10

Berserk

Commando Gerz · Epic

Replace : Berserk

+11.8%

Expected value of a random purchase, before → after this plan: +1.8% → +0%

Avoid for this deck

Waterheart · Fireheart · Inversion · Shapeshifter · Optimisation · Revenge

Theoretical score12,124
Estimated elimination9.4 turns
Effective HP6,600
Healing1,183
Spamtons / turn25

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

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

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 10: first big hit, Yellow Lightning (Radiant Shinobi).
  3. Turn 10: opponent eliminated.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended

Transition

Nebular Aristocrat

When this card is permanently killed, it comes back to life with the "Random Metamorph" passive.

Recommended

Cavalry

Ephial

Increases the max HP of all other allied cards by (+100)

Recommended

Multicolor

Radiant Shinobi

Gains (+1) in each element with every attack from this card

Recommended
Adapt in the workshop

How 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.

02Turn 20 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.

Abilities on cooldown.

04Turn 483 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Ephial
Astral TackleEphial
83 damage
05Turn 51,079 damage
Ephial
Planet HealEphial
+566
Radiant Shinobi
Yellow LightningRadiant Shinobi
702 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
377 damage
06Turn 60 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 8110 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Ephial
Astral TackleEphial
110 damage
09Turn 9Abilities on cooldown.

Abilities on cooldown.

10Turn 102,462 damage
Ephial
Planet HealEphial
+848
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,670 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
792 damage