Radiant Shinobi + Thorn of Love

Radiant Shinobi + Thorn of Love (with Ephial and Glimmer of Hope) is in the SPAM 1.23 tier list at Celeste · Legend, tier C (32nd of 40); with these talents it is D at Gold · Crystal. Elemental ramp deck across 3 elements, estimated elimination in 10.4 turns; first Tox to aim for: Lightheart on turn 2.

Advanced collectionElemental rampLightEarth
CTier55% · Relative indexv1.23

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.

Ephial

Light · Legendary

  1. Astral TackleabilityDeck core
  2. Planet HealabilityDeck core
  3. Replace : ResetT6
    to buy

Thorn of Love

Earth · Common

  1. WisdomabilityDeck core
  2. toxReplaceable
  3. Free slotT2
    to buy

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT4
    to buy

Glimmer of Hope

Light · Common

  1. BreathabilityDeck core
  2. Replace : LuckyT10
    to buy
  3. Free slotT8
    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 openings415 Spamtons generated+66.6% 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 4 · 75 SpamtonsLightheart
  2. T4Luck 8 · 154 SpamtonsLightheart
  3. T6Luck 12 · 237 SpamtonsBerserk
  4. T8Luck 16 · 324 SpamtonsLightheart
  5. T10Luck 20 · 415 SpamtonsHeart Resistance
T2

Lightheart

Thorn of Love · Rare

+16.9%
T4

Lightheart

Radiant Shinobi · Epic

+14.9%
T6

Berserk

Ephial · Epic

Replace : Reset

+11.2%
T8

Lightheart

Glimmer of Hope · Legendary

+20%
T10

Heart Resistance

Glimmer of Hope · Epic

Replace : Lucky

+3.5%

Expected value of a random purchase, before → after this plan: +2.6% → +0%

Avoid for this deck

AoE · Bomba · Brutal · Waterheart · Shadowheart · Fireheart · Inversion · Shapeshifter · Optimisation · Phoenix · Taunt · Revenge · Tenacity

Theoretical score10,618
Estimated elimination10.4 turns
Effective HP5,645
Healing2,015
Spamtons / turn36

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 +4.5% · 11.2 turnsSecond -4.5% · 12.8 turns

Strengths

  • 2,015 healing over the game.

Weak spots

  • Struggles against a deck resisting Light: elimination in 13.4 turns.
  • Struggles against a deck resisting Earth: elimination in 12 turns.
  • Slow: doesn’t eliminate the opponent within 10 turns.

How the game goes

  1. Turn 1: first bonuses (Thorn of Love).
  2. Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
  3. Turn 10: damage peak (955).
  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

Focus

Ephial

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

Recommended

Weaken

Thorn of Love

Reduces the elemental resistances of all enemy cards by (-1%) per turn

Recommended

Crit Sphere

Radiant Shinobi

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

Recommended

Roulette

Glimmer of Hope

All of this card's abilities gain Echo (10%).

Recommended
Adapt in the workshop

How it wins

Generation

Thorn of Love (+20 Earth, +20 Nature, +20 Light). First bonuses on turn 1.

Damage

Yellow Lightning (Radiant Shinobi): 49% of the damage; Kung‑Fu (Radiant Shinobi): 39% of the damage. 2,816 useful damage, no elimination within 10 turns (estimated around turn 10).

Survival

2,015 healing over the game, mostly from Ephial and Glimmer of Hope. 5,645 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 10 damage
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Glimmer of Hope
BreathGlimmer of Hope
+54
02Turn 20 damage
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Glimmer of Hope
BreathGlimmer of Hope
+63
See the rest of the planCollapse the plan+8 turns
03Turn 30 damage
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Glimmer of Hope
BreathGlimmer of Hope
+72
04Turn 488 damage
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Glimmer of Hope
BreathGlimmer of Hope
+81
Ephial
Astral TackleEphial
88 damage
05Turn 5729 damage
Ephial
Planet HealEphial
+509
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Glimmer of Hope
BreathGlimmer of Hope
+90
Radiant Shinobi
Yellow LightningRadiant Shinobi
468 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
261 damage
06Turn 60 damage
Glimmer of Hope
BreathGlimmer of Hope
+90
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
07Turn 70 damage
Glimmer of Hope
BreathGlimmer of Hope
+99
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
08Turn 8123 damage
Glimmer of Hope
BreathGlimmer of Hope
+108
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Ephial
Astral TackleEphial
123 damage
09Turn 90 damage
Glimmer of Hope
BreathGlimmer of Hope
+117
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
10Turn 10892 damage
Ephial
Planet HealEphial
+792
Glimmer of Hope
BreathGlimmer of Hope
+126
Thorn of Love
WisdomThorn of Love
Earth +2 · Nature +2 · Light +2
Radiant Shinobi
Kung‑FuRadiant Shinobi
461 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
431 damage