- Astral TackleabilityDeck core
- Planet HealabilityDeck core
- Replace : ResetT6to buy
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.
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.
- WisdomabilityDeck core
- toxReplaceable
- Free slotT2to buy
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
- BreathabilityDeck core
- Replace : LuckyT10to buy
- Free slotT8to 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.
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
- T2Lightheart
- T4Lightheart
- T6Berserk
- T8Lightheart
- T10Heart Resistance
Lightheart
Thorn of Love · Rare
Lightheart
Radiant Shinobi · Epic
Berserk
Ephial · Epic
Replace : Reset
Lightheart
Glimmer of Hope · Legendary
Heart Resistance
Glimmer of Hope · Epic
Replace : Lucky
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
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
- Fragile deck+9%10.1 turns · strength
- Tank deck-22.7%16.2 turns · weakness
- Resists Fire0%11.3 turns
- Resists Water0%11.3 turns
- Resists Earth-5.5%12 turns · weakness
- Resists Nature-1.5%11.4 turns
- Resists Shadow0%11.3 turns
- Resists Light-10.5%13.4 turns · weakness
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
- Turn 1: first bonuses (Thorn of Love).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: damage peak (955).
- No elimination within 10 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Focus
EphialAt the start of each turn, this card has a 25% chance to gain Taunt.
RecommendedWeaken
Thorn of LoveReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedCrit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedRoulette
Glimmer of HopeAll of this card's abilities gain Echo (10%).
RecommendedHow 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.