- WisdomabilityDeck core
- toxReplaceable
- Free slotT2to buy
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Thorn of Love and Glimmer of Hope) is part of the SPAM 1.26 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Elemental ramp deck across 3 elements, estimated elimination in 9.4 turns; first Tox to aim for: Reflection 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.
- BreathabilityDeck core
- Replace : LuckyT8to buy
- Free slotT4to buy
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT6to 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
- T2Reflection
- T4Lightheart
- T6Avenger
- T8Lightheart
- T10skip
Reflection
Thorn of Love · Common
Lightheart
Glimmer of Hope · Rare
Avenger
Radiant Shinobi · Epic
Lightheart
Glimmer of Hope · Epic
Replace : Lucky
Expected value of a random purchase, before → after this plan: +1.3% → +0%
Avoid for this deck
AoE · Bomba · Waterheart · Shadowheart · Fireheart · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Revenge · Tenacity
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 -2% · 10.3 turnsSecond +2% · 10 turns
- Fragile deck+13.9%8.7 turns · strength
- Tank deck-14.8%12.1 turns · weakness
- Resists Fire0%10 turns
- Resists Water0%10 turns
- Resists Earth-1.5%10.2 turns
- Resists Nature0%10 turns
- Resists Shadow0%10 turns
- Resists Light-2.5%10.4 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 9.4 turns.
- 1,237 healing over the game.
How the game goes
- Turn 1: first bonuses (Thorn of Love).
- Turn 5: 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
Weaken
Thorn of LoveReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedRoulette
Glimmer of HopeAll of this card's abilities gain Echo (10%).
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedCrit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedHow it wins
Generation
Thorn of Love (+20 Earth, +20 Nature, +20 Light); Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 1.
Damage
Final Delight (Commando Gerz): 49% of the damage; Yellow Lightning (Radiant Shinobi): 33% of the damage. 2,960 useful damage, opponent eliminated in 9.4 turns.
Survival
1,237 healing over the game, mostly from Glimmer of Hope. 5,215 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.