- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
Commando Gerz + Radiant Shinobi
Commando Gerz + Radiant Shinobi (with Zayd and Mouse of the Wheat) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D at Celeste · Legend, D at Gold · Crystal and C at Bronze · Silver. Midrange deck in Earth and Light, estimated elimination in 10.1 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · 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 slotT2to buy
- OutbreakabilityDeck core
- Replace : VanishT6to buy
- Free slotT4to 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
- T2Graveyard
- T4Graveyard
- T6Heart Resistance
- T8skip
- T10skip
Graveyard
Radiant Shinobi · Common
Graveyard
Mouse of the Wheat · Rare
Heart Resistance
Mouse of the Wheat · Rare
Replace : Vanish
Expected value of a random purchase, before → after this plan: +4.6% → +0.1%
Avoid for this deck
AoE · Bomba · Waterheart · Shadowheart · Fireheart · Natureheart · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · 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 -0.3% · 11.3 turnsSecond +0.3% · 11.3 turns
- Fragile deck+10.6%10.1 turns · strength
- Tank deck-20.3%13.6 turns · weakness
- Resists Fire0%10.9 turns
- Resists Water0%10.9 turns
- Resists Earth-1.6%11.1 turns
- Resists Nature0%10.9 turns
- Resists Shadow0%10.9 turns
- Resists Light-10.9%12.8 turns · weakness
Strengths
- 2 cards generate bonuses.
- 1,049 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 12.8 turns.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: damage peak (1,311).
- No elimination within 10 turns.
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
RecommendedLuminous Field
Mouse of the WheatLight bonus (+7).
RecommendedHow it wins
Generation
Commando Gerz (+15 Earth, +15 Light); Mouse of the Wheat (+9 Earth). First bonuses on turn 2.
Damage
Yellow Lightning (Radiant Shinobi): 32% of the damage; Final Delight (Commando Gerz): 27% of the damage. 2,902 useful damage, no elimination within 10 turns (estimated around turn 10).
Survival
1,049 healing over the game, mostly from Mouse of the Wheat. 4,837 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.