- Replace : CigarillosT2to buy
- Final DelightabilityDeck core
- toxReplaceable
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.
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.
- Cosmic MasqueradeabilityDeck core
- toxDeck core
- Free slotT4to buy
- Nocturnal BurnabilityDeck core
- toxReplaceable
- toxDeck core
- Word-ChewabilityDeck core
- toxReplaceable
- 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.
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
- T2Berserk
- T4Phoenix
- T6skip
Berserk
Commando Gerz · Common
Replace : Cigarillos (ability)
Phoenix
Nebular Aristocrat · Common
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
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
- Fragile deck+9.4%5.4 turns · strength
- Tank deck-18.7%8.3 turns · weakness
- Resists Fire-2.1%6.6 turns
- Resists Water0%6.4 turns
- Resists Earth0%6.4 turns
- Resists Nature0%6.4 turns
- Resists Shadow-14.4%7.8 turns · weakness
- Resists Light0%6.4 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
- Turn 2: first bonuses (Commando Gerz).
- Turn 5: first big hit, Nocturnal Burn (Apprentice of Death).
- Turn 6: damage peak (973).
- Turn 7: 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.
RecommendedHardening
Apprentice of DeathIncreases this card’s elemental resistances by (+10%).
RecommendedF/W-Shield
Aleera, Nightmare-EaterFire resistance (+25%) Water resistance (+25%)
RecommendedHow 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
See the rest of the planCollapse the plan+8 turns
04Turn 4245 damage
06Turn 6973 damage
08Turn 8Simulation complete.
Simulation complete.
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.