- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT2to buy
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Glow Glutton and Wyrmling of Lights) is the 14th deck with an intermediate collection in the SPAM 1.28.1 tier list at Celeste · Legend (tier C); with these talents it is A at Bronze · Silver. Elemental ramp deck in Light, estimated elimination in 8.6 turns; first Tox to aim for: Lightheart on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverA
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
- toxDeck core
- Free slotT4to buy
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT8to buy
- Peaceful GlowabilityDeck core
- Thoughtful AidabilityDeck 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
- T2Lightheart
- T4Inversion
- T6Graveyard
- T8Berserk
Lightheart
Radiant Shinobi · Common
Inversion
Glow Glutton · Rare
Graveyard
Wyrmling of Lights · Rare
Berserk
Commando Gerz · Epic
Replace : Berserk
Expected value of a random purchase, before → after this plan: +1.2% → +0%
Avoid for this deck
Bomba · Camouflage · Waterheart · Shadowheart · Fireheart · Natureheart · Shapeshifter · Optimisation · Phoenix · 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 -3.2% · 8.7 turnsSecond +3.2% · 8 turns
- Fragile deck+0.6%8 turns
- Tank deck-25.8%10.5 turns · weakness
- Resists Fire0%7.9 turns
- Resists Water0%7.9 turns
- Resists Earth-0.5%7.9 turns
- Resists Nature0%7.9 turns
- Resists Shadow0%7.9 turns
- Resists Light-15%9.4 turns · weakness
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 8.6 turns.
- 2,031 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 9.4 turns.
How the game goes
- Turn 1: first bonuses (Glow Glutton).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 9: damage peak (1,977).
- Turn 9: 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
RecommendedLast Breath
Glow GluttonApplies Temporality to all your cards when this card dies
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedNew Life
Wyrmling of LightsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedHow it wins
Generation
Glow Glutton (+18 Light); Wyrmling of Lights (+8 Light); Commando Gerz (+12 Earth, +12 Light). First bonuses on turn 1.
Damage
Yellow Lightning (Radiant Shinobi): 55% of the damage; Final Delight (Commando Gerz): 23% of the damage. 3,040 useful damage, opponent eliminated in 8.6 turns.
Survival
2,031 healing over the game, mostly from Glow Glutton. 3,718 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.
02Turn 245 damage
See the rest of the planCollapse the plan+8 turns
03Turn 352 damage
04Turn 466 damage
05Turn 51,180 damage
06Turn 687 damage
08Turn 8108 damage
09Turn 91,977 damage
10Turn 10Simulation complete.
Simulation complete.