Commando Gerz + Aleera

Commando Gerz + Aleera (with Nebular Aristocrat and Apprentice of Death) is the 4th deck with an intermediate collection in the SPAM 1.26 tier list at Celeste · Legend (tier A); with these talents it is S at Bronze · Silver and S at Gold · Crystal. Aggro deck in Shadow and Fire, estimated elimination in 6.4 turns; first Tox to aim for: Berserk on turn 2.

IntermediateAggro / burstShadowFire
ATier83.6% · Relative indexv1.26

By rank, with these talentsCeleste · LegendAGold · CrystalSBronze · SilverS

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. Replace : CigarillosT2
    to buy
  2. Final DelightabilityDeck core
  3. toxReplaceable

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. toxDeck core
  3. Free slotT4
    to buy

Apprentice of Death

Fire · Rare

  1. Nocturnal BurnabilityDeck core
  2. toxReplaceable
  3. toxDeck core

Aleera, Nightmare-Eater

Shadow · Common

  1. Word-ChewabilityDeck core
  2. toxReplaceable
  3. toxReplaceable

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.

3 shop openings249 Spamtons generated+18.5% 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 · 39 SpamtonsBerserk
  2. T4Luck 4 · 132 SpamtonsPhoenix
  3. T6Luck 6 · 229 Spamtonsskip
T2

Berserk

Commando Gerz · Common

Replace : Cigarillos (ability)

+3.4%
T4

Phoenix

Nebular Aristocrat · Common

+15.1%

Expected value of a random purchase, before → after this plan: +1.3% → +0.9%

Avoid for this deck

AoE · Waterheart · Lightheart · Natureheart · Earthheart · Vanish · Eternity · Smoke · Freeze · Inversion · Shapeshifter · Multiplier · Optimisation · Reset · Revenge · Punching Bag · Temporality · Tenacity · Vampirism

Theoretical score14,677
Estimated elimination6.4 turns
Effective HP4,473
Healing0
Spamtons / turn18

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% · 7.1 turnsSecond +3.6% · 6.2 turns

Strengths

  • Eliminates the opponent in 6.4 turns.

Weak spots

  • Struggles against a deck resisting Shadow: elimination in 7.8 turns.
  • No healing.
  • Only one generator: Commando Gerz.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
  3. Turn 6: damage peak (973).
  4. Turn 7: 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

Hardening

Apprentice of Death

Increases this card’s elemental resistances by (+10%).

Recommended

F/W-Shield

Aleera, Nightmare-Eater

Fire resistance (+25%) Water resistance (+25%)

Recommended
Adapt in the workshop

How it wins

Generation

Commando Gerz (+9 Earth, +9 Light). First bonuses on turn 2.

Damage

Nocturnal Burn (Apprentice of Death): 56% of the damage; Word-Chew (Aleera, Nightmare-Eater): 44% of the damage. 2,960 useful damage, opponent eliminated in 6.4 turns.

Survival

No healing: with 4,473 effective HP, the deck has to win before it wears down.

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 285 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Aleera, Nightmare-Eater
Word-ChewAleera, Nightmare-Eater
85 damage
See the rest of the planCollapse the plan+8 turns
03Turn 3336 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
336 damage
04Turn 4245 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Aleera, Nightmare-Eater
Word-ChewAleera, Nightmare-Eater
245 damage
05Turn 5536 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
536 damage
06Turn 6973 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Aleera, Nightmare-Eater
Word-ChewAleera, Nightmare-Eater
973 damage
07Turn 7781 damage
Apprentice of Death
Nocturnal BurnApprentice of Death
781 damage
08Turn 8Simulation complete.

Simulation complete.

09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.