- QuakecryabilityDeck core
- Replace : EngulfmentT2to buy
- toxReplaceable
Commando Gerz + Earth King
Commando Gerz + Earth King (with Regent of the Abysses and Mythic Horned One) is part of the SPAM 1.26 tier list at Bronze · Silver; 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 9.8 turns; first Tox to aim for: Graveyard 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.
- Blade-TabilityDeck core
- Earthly ChoiceabilityDeck core
- Replace : Punching BagT4to buy
- Horn 75abilityDeck core
- Horn 50abilityDeck core
- Horn 25abilityDeck core
- CigarillosabilityDeck core
- Final DelightabilityDeck core
- 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
- T2Graveyard
- T4Earthheart
- T6skip
- T8skip
- T10skip
Graveyard
Regent of the Abysses · Common
Replace : Engulfment (ability)
Earthheart
Earth King · Rare
Replace : Punching Bag
Expected value of a random purchase, before → after this plan: +1.1% → +0.8%
Avoid for this deck
Bomba · Waterheart · Fireheart · Natureheart · Inversion · Shapeshifter · Optimisation · Phoenix · Reset · Revenge · Temporality · 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 -3.8% · 10 turnsSecond +3.8% · 9.3 turns
- Fragile deck+2.9%9 turns
- Tank deck-19.2%11.4 turns · weakness
- Resists Fire0%9.3 turns
- Resists Water0%9.3 turns
- Resists Earth-14.4%10.8 turns · weakness
- Resists Nature0%9.3 turns
- Resists Shadow-0.3%9.3 turns
- Resists Light-0.5%9.3 turns
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 9.8 turns.
- 561 healing over the game.
Weak spots
- Struggles against a deck resisting Earth: elimination in 10.8 turns.
How the game goes
- Turn 2: first bonuses (Regent of the Abysses).
- Turn 10: first big hit, Final Delight (Commando Gerz).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
One Man Army
Regent of the AbyssesEach time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).
RecommendedFocus
Earth KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedDebt
Mythic Horned OneThe opponent starts the game with a debt of (-20) Spamton.
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHow it wins
Generation
Regent of the Abysses (+15 Earth, +15 Shadow); Commando Gerz (+15 Earth, +15 Light); Earth King (+22 Earth). First bonuses on turn 2.
Damage
Final Delight (Commando Gerz): 43% of the damage; Quakecry (Regent of the Abysses): 36% of the damage. 2,960 useful damage, opponent eliminated in 9.8 turns.
Survival
561 healing over the game. 5,509 effective HP at the start.
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.