- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
Light King + Radiant Shinobi
Light King + Radiant Shinobi (with Ephial and Nebular Aristocrat) is in the SPAM 1.23 tier list at Celeste · Legend, tier C (26th of 40); with these talents it is D at Gold · Crystal. Midrange deck in Light, estimated elimination in 9.7 turns; first Tox to aim for: Reflection on turn 2.
By rank, with these talentsCeleste · LegendCGold · 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.
- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT10to buy
- Cosmic MasqueradeabilityDeck core
- Free slotT2to buy
- Free slotT6to buy
- Replace : Blade-LT8to buy
- Solar ChoiceabilityDeck core
- toxDeck core
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
- T2Reflection
- T4Lightheart
- T6Lightheart
- T8Lightheart
- T10Berserk
Reflection
Nebular Aristocrat · Common
Lightheart
Radiant Shinobi · Rare
Lightheart
Nebular Aristocrat · Common
Lightheart
Light King · Epic
Replace : Blade-L (ability)
Berserk
Ephial · Epic
Replace : Reset
Expected value of a random purchase, before → after this plan: +1.8% → +0%
Avoid for this deck
Waterheart · Fireheart · Inversion · Shapeshifter · Optimisation · Revenge
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 -3.5% · 10.1 turnsSecond +3.5% · 9.5 turns
- Fragile deck+4.5%9 turns
- Tank deck-21.3%11.7 turns · weakness
- Resists Fire0%9.2 turns
- Resists Water0%9.2 turns
- Resists Earth-5.8%9.8 turns · weakness
- Resists Nature-0.1%9.2 turns
- Resists Shadow-0.1%9.2 turns
- Resists Light-22.9%11.7 turns · weakness
Strengths
- Eliminates the opponent in 9.7 turns.
- 1,180 healing over the game.
Weak spots
- Struggles against a deck resisting Light: elimination in 11.7 turns.
- Struggles against a deck resisting Earth: elimination in 9.8 turns.
- Only one generator: Light King.
How the game goes
- Turn 5: first bonuses (Light King).
- Turn 10: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Multicolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedFocus
EphialAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedFocus
Light KingAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedHow it wins
Generation
Light King (+22 Light). First bonuses on turn 5.
Damage
Yellow Lightning (Radiant Shinobi): 75% of the damage; Kung‑Fu (Radiant Shinobi): 14% of the damage. 2,920 useful damage, opponent eliminated in 9.7 turns.
Survival
1,180 healing over the game, mostly from Ephial. 4,749 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.
See the rest of the planCollapse the plan+8 turns
05Turn 5996 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.