Commando Gerz + Regent of the Abysses

Commando Gerz + Regent of the Abysses (with Zayd and Mythic Horned One) is one of the best Earth decks of the SPAM 1.23 tier list (tier D); with these talents it is C at Bronze · Silver. Midrange deck across 3 elements, estimated elimination in 9.8 turns; first Tox to aim for: Graveyard on turn 2.

Advanced collectionMidrangeEarthLight
DTier44.2% · Relative indexv1.23

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. toxReplaceable

Zayd

Earth · Legendary

  1. World's EndabilityDeck core
  2. FortressabilityDeck core
  3. toxDeck core

Regent of the Abysses

Earth · Epic

  1. QuakecryabilityDeck core
  2. Replace : EngulfmentT2
    to buy
  3. Replace : Ancient HealingT8
    to buy

Mythic Horned One

Earth · Rare

  1. Horn 25abilityDeck core
  2. Horn 75abilityReplaceable
  3. Free slotT4
    to 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.

5 shop openings293 Spamtons generated+27.9% 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 · 41 SpamtonsGraveyard
  2. T4Luck 4 · 86 SpamtonsHeart Resistance
  3. T6Luck 6 · 135 Spamtonsskip
  4. T8Luck 8 · 238 SpamtonsHeart Resistance
  5. T10Luck 10 · 293 Spamtonsskip
T2

Graveyard

Regent of the Abysses · Common

Replace : Engulfment (ability)

+14.7%
T4

Heart Resistance

Mythic Horned One · Rare

+8.1%
T8

Heart Resistance

Regent of the Abysses · Epic

Replace : Ancient Healing

+5%

Expected value of a random purchase, before → after this plan: +1.2% → +0%

Avoid for this deck

Bomba · Waterheart · Fireheart · Natureheart · Inversion · Shapeshifter · Optimisation · Revenge · Temporality · Tenacity

Theoretical score9,373
Estimated elimination9.8 turns
Effective HP5,899
Healing841
Spamtons / turn19

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 -0.5% · 13 turnsSecond +0.5% · 12.8 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 9.8 turns.
  • 841 healing over the game.

Weak spots

  • Struggles against a deck resisting Earth: elimination in 14.6 turns.
  • Struggles against a deck resisting Shadow: elimination in 14.2 turns.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 7: first big hit, World's End (Zayd).
  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

Soul Vitality

Commando Gerz

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

Recommended

Shared Shield

Zayd

Increases the elemental resistances of all allied cards by (+10%).

Recommended

Focus

Regent of the Abysses

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

Recommended

Breath-8

Mythic Horned One

Gains the Elemental Breath attack at the start of turn 8

Recommended
Adapt in the workshop

How it wins

Generation

Commando Gerz (+15 Earth, +15 Light); Regent of the Abysses (+12 Earth, +12 Shadow). First bonuses on turn 2.

Damage

Final Delight (Commando Gerz): 37% of the damage; World's End (Zayd): 29% of the damage. 2,920 useful damage, opponent eliminated in 9.8 turns.

Survival

841 healing over the game. 5,899 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 250 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
50 damageEarth +3 · Shadow +3
See the rest of the planCollapse the plan+8 turns
03Turn 30 damage
Zayd
FortressZayd
04Turn 465 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
65 damageEarth +3 · Shadow +3
05Turn 50 damage
Mythic Horned One
Horn 75Mythic Horned One
06Turn 682 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Zayd
FortressZayd
Regent of the Abysses
QuakecryRegent of the Abysses
82 damageEarth +3 · Shadow +3
07Turn 7551 damage
Mythic Horned One
Horn 25Mythic Horned One
Zayd
World's EndZayd
551 damage
08Turn 8213 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Regent of the Abysses
QuakecryRegent of the Abysses
96 damageEarth +3 · Shadow +3
Mythic Horned One
Elemental breathMythic Horned One
117 damage
09Turn 9117 damage
Mythic Horned One
Elemental breathMythic Horned One
117 damage
10Turn 10840 damage
Mythic Horned One
Horn 75Mythic Horned One
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
713 damage
Mythic Horned One
Elemental breathMythic Horned One
127 damage