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.

Advanced collectionMidrangeEarthLight
DTier45.5% · 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

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT2
    to buy

Mouse of the Wheat

Earth · Rare

  1. OutbreakabilityDeck core
  2. Replace : VanishT6
    to buy
  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 openings313 Spamtons generated+26.9% 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 · 45 SpamtonsGraveyard
  2. T4Luck 4 · 94 SpamtonsGraveyard
  3. T6Luck 6 · 147 SpamtonsHeart Resistance
  4. T8Luck 8 · 254 Spamtonsskip
  5. T10Luck 10 · 313 Spamtonsskip
T2

Graveyard

Radiant Shinobi · Common

+9.4%
T4

Graveyard

Mouse of the Wheat · Rare

+4.1%
T6

Heart Resistance

Mouse of the Wheat · Rare

Replace : Vanish

+13.4%

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

Theoretical score9,519
Estimated elimination10.1 turns
Effective HP4,837
Healing1,049
Spamtons / turn21

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

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

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
  3. Turn 10: damage peak (1,311).
  4. No elimination within 10 turns.

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

Crit Sphere

Radiant Shinobi

Increases this card's critical chance by (+2%) each turn

Recommended

Luminous Field

Mouse of the Wheat

Light bonus (+7).

Recommended
Adapt in the workshop

How 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.

02Turn 20 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
See the rest of the planCollapse the plan+8 turns
03Turn 30 damage
Mouse of the Wheat
OutbreakMouse of the Wheat
+253Earth +3
Zayd
FortressZayd
04Turn 40 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
05Turn 5932 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
639 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
293 damage
06Turn 60 damage
Mouse of the Wheat
OutbreakMouse of the Wheat
+347Earth +3
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Zayd
FortressZayd
07Turn 7523 damage
Zayd
World's EndZayd
523 damage
08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
09Turn 90 damage
Mouse of the Wheat
OutbreakMouse of the Wheat
+489Earth +3
10Turn 101,311 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
759 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
294 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
258 damage