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.

Advanced collectionElemental rampEarthLight
CTier59% · Relative indexv1.26

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.

Regent of the Abysses

Earth · Epic

  1. QuakecryabilityDeck core
  2. Replace : EngulfmentT2
    to buy
  3. toxReplaceable

Earth King

Earth · Epic

  1. Blade-TabilityDeck core
  2. Earthly ChoiceabilityDeck core
  3. Replace : Punching BagT4
    to buy

Mythic Horned One

Earth · Rare

  1. Horn 75abilityDeck core
  2. Horn 50abilityDeck core
  3. Horn 25abilityDeck core

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  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.

5 shop openings377 Spamtons generated+6.5% 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 · 59 SpamtonsGraveyard
  2. T4Luck 4 · 122 SpamtonsEarthheart
  3. T6Luck 6 · 189 Spamtonsskip
  4. T8Luck 8 · 260 Spamtonsskip
  5. T10Luck 10 · 377 Spamtonsskip
T2

Graveyard

Regent of the Abysses · Common

Replace : Engulfment (ability)

+3.3%
T4

Earthheart

Earth King · Rare

Replace : Punching Bag

+3.3%

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

Theoretical score11,601
Estimated elimination9.8 turns
Effective HP5,509
Healing561
Spamtons / turn28

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

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

  1. Turn 2: first bonuses (Regent of the Abysses).
  2. Turn 10: first big hit, Final Delight (Commando Gerz).
  3. Turn 10: opponent eliminated.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

One Man Army

Regent of the Abysses

Each time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+3).

Recommended

Focus

Earth King

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended

Debt

Mythic Horned One

The opponent starts the game with a debt of (-20) Spamton.

Recommended

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+200)

Recommended
Adapt in the workshop

How 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.

02Turn 270 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
70 damageEarth +3 · Shadow +3
See the rest of the planCollapse the plan+8 turns
03Turn 381 damage
Earth King
Blade-TEarth King
81 damage
04Turn 492 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
92 damageEarth +3 · Shadow +3
05Turn 50 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Mythic Horned One
Horn 75Mythic Horned One
06Turn 6331 damage
Mythic Horned One
Horn 50Mythic Horned One
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
140 damageEarth +3 · Shadow +3
Earth King
Blade-TEarth King
191 damage
07Turn 70 damage
Mythic Horned One
Horn 25Mythic Horned One
08Turn 8212 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
212 damageEarth +3 · Shadow +3
09Turn 9225 damage
Earth King
Blade-TEarth King
225 damage
10Turn 101,346 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
1,012 damage
Regent of the Abysses
QuakecryRegent of the Abysses
334 damageEarth +3 · Shadow +3