- Word-ChewabilityDeck core
- Replace : Punching BagT6to buy
- toxReplaceable
Commando Gerz + Aleera
Commando Gerz + Aleera (with Ephial and Zayd) is the best deck of the SPAM 1.23 tier list at Celeste · Legend (tier S) and keeps that tier in all three ranks with these talents. Midrange deck in Shadow and Light, estimated elimination in 7.2 turns; first Tox to aim for: Berserk on turn 2.
By rank, with these talentsCeleste · LegendSGold · CrystalSBronze · SilverS
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.
- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT2to buy
- World's EndabilityDeck core
- FortressabilityDeck core
- Replace : RevengeT4to buy
- CigarillosabilityDeck core
- Replace : Final DelightT8to buy
- 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
- T2Berserk
- T4Berserk
- T6Erosion
- T8Berserk
Berserk
Ephial · Common
Replace : Reset
Berserk
Zayd · Rare
Replace : Revenge
Erosion
Aleera, Nightmare-Eater · Common
Replace : Punching Bag
Berserk
Commando Gerz · Epic
Replace : Final Delight (ability)
Expected value of a random purchase, before → after this plan: +0.8% → +0%
Avoid for this deck
Bomba · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · 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 -3.1% · 7.6 turnsSecond +3.1% · 6.9 turns
- Fragile deck+8.8%5.7 turns · strength
- Tank deck-28.1%10.2 turns · weakness
- Resists Fire-0.1%6.6 turns
- Resists Water-0.1%6.6 turns
- Resists Earth-0.2%6.6 turns
- Resists Nature-0.2%6.6 turns
- Resists Shadow-20.8%9.4 turns · weakness
- Resists Light-2.6%7 turns
Strengths
- Eliminates the opponent in 7.2 turns.
- 455 healing over the game.
Weak spots
- Struggles against a deck resisting Shadow: elimination in 9.4 turns.
- Only one generator: Commando Gerz.
- Relies on Word-Chew (Aleera, Nightmare-Eater).
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 4: first big hit, Word-Chew (Aleera, Nightmare-Eater).
- Turn 8: damage peak (1,174).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Resilience
Aleera, Nightmare-EaterWhile this card's HP is below 50%, its elemental resistances increase by (+25%).
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+100)
RecommendedShared Shield
ZaydIncreases the elemental resistances of all allied cards by (+10%).
RecommendedSoul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedHow it wins
Generation
Commando Gerz (+12 Earth, +12 Light). First bonuses on turn 2.
Damage
Word-Chew (Aleera, Nightmare-Eater): 84% of the damage; World's End (Zayd): 13% of the damage. 2,920 useful damage, opponent eliminated in 7.2 turns.
Survival
455 healing over the game, mostly from Ephial. 7,224 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 2289 damage
See the rest of the planCollapse the plan+8 turns
04Turn 4777 damage
06Turn 61,145 damage
08Turn 81,174 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.