- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxDeck core
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Zayd and Thorn of Love) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier C in all three ranks. Elemental ramp deck in Light and Earth, estimated elimination in 10 turns; first Tox to aim for: Revenge on turn 4.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverC
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.
- World's EndabilityDeck core
- FortressabilityDeck core
- toxDeck core
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
- WisdomabilityDeck core
- toxDeck 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
- T2skip
- T4Revenge
- T6Ancient Healing
- T8skip
- T10skip
Revenge
Radiant Shinobi · Rare
Ancient Healing
Thorn of Love · Rare
Expected value of a random purchase, before → after this plan: +3.5% → +0%
Avoid for this deck
AoE · Brutal · Graveyard · Waterheart · Shadowheart · Fireheart · Lightheart · Natureheart · Erosion · Inversion · Shapeshifter · Mimicry · Multiplier · Optimisation · Poison · Reflection · Reset · Punching Bag · Temporality
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 +0.8% · 10.2 turnsSecond -0.8% · 10.6 turns
- Fragile deck+4.9%9.3 turns
- Tank deck-23.6%12.7 turns · weakness
- Resists Fire0%9.9 turns
- Resists Water0%9.9 turns
- Resists Earth-13.4%11.2 turns · weakness
- Resists Nature0%9.9 turns
- Resists Shadow0%9.9 turns
- Resists Light-15.1%11.4 turns · weakness
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 10 turns.
Weak spots
- Struggles against a deck resisting Light: elimination in 11.4 turns.
- Struggles against a deck resisting Earth: elimination in 11.2 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Thorn of Love).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: damage peak (1,660).
- Turn 10: 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)
RecommendedShared Shield
ZaydIncreases the elemental resistances of all allied cards by (+10%).
RecommendedCrit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedWeaken
Thorn of LoveReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedHow it wins
Generation
Thorn of Love (+10 Earth, +10 Nature, +10 Light); Commando Gerz (+15 Earth, +15 Light). First bonuses on turn 1.
Damage
Final Delight (Commando Gerz): 32% of the damage; Yellow Lightning (Radiant Shinobi): 28% of the damage. 2,920 useful damage, opponent eliminated in 10 turns.
Survival
No healing: with 5,465 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.