- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
Commando Gerz + Armadillo Warrior
Commando Gerz + Armadillo Warrior (with Zayd and Rob the Adventurer) is part of the SPAM 1.28.1 tier list at Gold · Crystal; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Midrange deck in Earth, estimated elimination in 8 turns; first Tox to aim for: Poison 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.
- World's EndabilityDeck core
- FortressabilityDeck core
- toxDeck core
- SandstormabilityDeck core
- toxDeck core
- Free slotT2to buy
- AdventureabilityDeck core
- Replace : ShadowheartT4to buy
- Replace : EarthheartT8to 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
- T2Poison
- T4Earthheart
- T6skip
- T8Earthheart
Poison
Armadillo Warrior · Common
Earthheart
Rob the Adventurer · Rare
Replace : Shadowheart
Earthheart
Rob the Adventurer · Epic
Replace : Earthheart
Expected value of a random purchase, before → after this plan: +6.4% → +0.1%
Avoid for this deck
AoE · Shield · Camouflage · Heart Resistance · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Revenge · Temporality · Tenacity · Avenger
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 +1.1% · 8.7 turnsSecond -1.1% · 8.9 turns
- Fragile deck+19.2%7 turns · strength
- Tank deck-22.7%10.5 turns · weakness
- Resists Fire-0.7%8.6 turns
- Resists Water-0.7%8.6 turns
- Resists Earth-16.8%9.9 turns · weakness
- Resists Nature-0.7%8.6 turns
- Resists Shadow-1.1%8.7 turns
- Resists Light-1.4%8.7 turns
Strengths
- Eliminates the opponent in 8 turns.
- 541 healing over the game.
- Has control effects.
Weak spots
- Struggles against a deck resisting Earth: elimination in 9.9 turns.
- Only one generator: Commando Gerz.
- Relies on Sandstorm (Armadillo Warrior).
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 7: first big hit, World's End (Zayd).
- Turn 8: 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)
RecommendedCritical
ZaydCritical bonus (+10%).
RecommendedVital Surge
Armadillo WarriorAt the start of the turn, if this card’s HP are below 10%, it fully restores its HP.
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedHow it wins
Generation
Commando Gerz (+12 Earth, +12 Light). First bonuses on turn 2.
Damage
Sandstorm (Armadillo Warrior): 75% of the damage; World's End (Zayd): 25% of the damage. 3,040 useful damage, opponent eliminated in 8 turns.
Survival
541 healing over the game. 4,199 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 2142 damage
See the rest of the planCollapse the plan+8 turns
04Turn 4259 damage
06Turn 6264 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.