
Commando Gerz
Produces Earth and Light through Cigarillos and starts with Berserk, which boosts the team's damage and healing. Final Delight attacks random enemy targets with Earth and Light.
Earth
Shadow
LightCommando Gerz, Moxilys, the Humming One, Catixy and Ameru combine elemental growth, critical bonuses and healing. Preserve the engine while repeated Shadow attacks prepare the heavier strikes.

Produces Earth and Light through Cigarillos and starts with Berserk, which boosts the team's damage and healing. Final Delight attacks random enemy targets with Earth and Light.

Doubleshadow hits all enemies and adds Shadow. Regenair offers four small random allied heals, rather than a targeted team-wide rescue.

Mewling supplies frequent Shadow damage and grows its own critical chance. Sinister Charm adds critical chance to a random ally.

Smoky Dream supplies Light, Water and Shadow. Smoke shuffles allied cards after an attack or a heal. Its new common Graveyard adds +3 to all your elemental bonuses whenever a card dies; Cavalry now grants +100 max HP to the other allies.
Use Cigarillos whenever available to develop Earth and Light. Use Mewling regularly: its critical chance grows with use. Cast Regenair when damaged allies can benefit; its four heals choose allies randomly, so it cannot guarantee a rescue on one specific card.
Use Smoky Dream and Doubleshadow to build the elements used by subsequent attacks. If several abilities are ready, prefer element generation before the attacks that benefit from it. Sinister Charm also chooses its ally randomly: inspect the result before planning the remaining attacks. Keep Gerz alive to retain its innate Berserk support.
Final Delight is a later opportunity, not the only way to win. When it becomes available, generate Earth and Light first, then assess whether its random targets can finish damaged enemies. Continue Mewling and Doubleshadow while waiting; do not stop dealing damage just to save everything for a supposed turn-ten kill.
AoE is the source's offensive direction. Consider it on Gerz only if you can keep Gerz alive until its long-recharge attack is available; buying it too early leaves the immediate fight largely unchanged. The common version affects adjacent targets for 20% of the damage dealt.
45 SpamtonsEditorial defensive option: keep the elemental engine alive against sustained pressure. Put it on a card likely to survive; a passive on a dying carrier cannot support later turns.
10 SpamtonsEditorial alternative when immediate team-wide damage and healing are more useful than waiting for Final Delight. Check the existing passive slots and the cost of replacing a useful ability.
30 SpamtonsEditorial choices: Heart of Steel supports Gerz against repeated hits; Life-8 only helps Moxilys if it survives until turn 8; Critical gives Catixy an immediate bonus; Cavalry on Ameru increases the other allies' maximum HP. Against immediate pressure, consider Moxilys' Resilience instead of waiting for Life-8.
Against a fragile damage dealer, focus the controllable attacks on it instead of splitting all damage. Random-target abilities still require a fallback plan.
If Ameru dies, preserve Gerz's Earth/Light route and Moxilys' Shadow generation. This is a reduced engine, so reassess your purchases instead of continuing the original sequence mechanically.
The deck depends on living support cards and several random effects. It cannot promise a critical hit, a specific healed ally or a turn-ten elimination.
Do not spend all your Spamtons chasing an unavailable AoE offer. Offers and rarity vary; skipping a weak offer can preserve funds for a useful later purchase.
Compared with the existing mono-Shadow deck, Gerz and Ameru replace Shadow King and Canine Specter. The plan shifts from four Shadow attackers to a mixed-element engine, Gerz's long-recharge payoff and Smoke.
Community composition: Dakota Chinnick / MetaBot.GG, updated 2026-10-07, based on version 1.20. Composition retained; ability data checked against the local 1.23 catalogue on 2026-10-14. The original source gives modeled scores, not measured winrates. No modeled score or damage curve is reproduced here.
Editorial guide: Codex. Opening priorities, talent choices, defensive Tox alternatives, adaptations and mistakes are our own analysis of the verified mechanics, not results of games played. Source offensive direction: AoE for the Gerz critical deck; Berserk for the Earth and Fire decks. Shop offers are random; the order shown is conditional, not a guaranteed purchase schedule.