- Yellow LightningabilityDeck core
- Kung‑FuabilityReplaceable
- Free slotT2to buy
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Glow Glutton and Ephial) is in the SPAM 1.28.1 tier list at Celeste · Legend, tier B (16th of 40) and keeps that tier in all three ranks with these talents. Midrange deck in Light, estimated elimination in 9.7 turns; first Tox to aim for: Poison on turn 2.
By rank, with these talentsCeleste · LegendBGold · CrystalBBronze · 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.
- GluttonyabilityDeck core
- Replace : CamouflageT10to buy
- Free slotT4to buy
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
- Astral TackleabilityReplaceable
- Planet HealabilityReplaceable
- Replace : ResetT6to 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
- T2Poison
- T4Inversion
- T6Graveyard
- T8skip
- T10Phoenix
Poison
Radiant Shinobi · Common
Inversion
Glow Glutton · Rare
Graveyard
Ephial · Rare
Replace : Reset
Phoenix
Glow Glutton · Epic
Replace : Camouflage
Expected value of a random purchase, before → after this plan: +0.8% → +0%
Avoid for this deck
Bomba · Camouflage · Shapeshifter · Optimisation · Phoenix · Taunt · Revenge · 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 -3.2% · 9.9 turnsSecond +3.2% · 9.2 turns
- Fragile deck+1.7%9.1 turns
- Tank deck-18.1%11.2 turns · weakness
- Resists Fire0%9.2 turns
- Resists Water0%9.2 turns
- Resists Earth-0.4%9.3 turns
- Resists Nature-0.1%9.2 turns
- Resists Shadow-0.1%9.2 turns
- Resists Light-12%10.5 turns · weakness
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 9.7 turns.
- 3,343 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 10.5 turns.
- Relies on Yellow Lightning (Radiant Shinobi).
How the game goes
- Turn 1: first bonuses (Glow Glutton).
- 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
Crit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedJudgment-8
Glow GluttonGains a random attack from the game at the start of turn 8
RecommendedSoul 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)
RecommendedHow it wins
Generation
Glow Glutton (+20 Light); Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 1.
Damage
Yellow Lightning (Radiant Shinobi): 60% of the damage; Final Delight (Commando Gerz): 22% of the damage. 3,040 useful damage, opponent eliminated in 9.7 turns.
Survival
3,343 healing over the game, mostly from Glow Glutton and Ephial. 6,043 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.