Radiant Shinobi + Nebular Aristocrat

Radiant Shinobi + Nebular Aristocrat (with Wyrmling of Lights and Lums) is the 27th deck with an intermediate collection in the SPAM 1.23 tier list at Celeste · Legend (tier D); with these talents it is C at Bronze · Silver. Midrange deck in Light, estimated elimination in 7.7 turns; first Tox to aim for: Graveyard on turn 2.

IntermediateMidrangeLight
DTier40.1% · 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.

Wyrmling of Lights

Light · Epic

  1. Peaceful GlowabilityDeck core
  2. Thoughtful AidabilityDeck core
  3. Free slotT2
    to buy

Radiant Shinobi

Light · Rare

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

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. Free slotT6
    to buy
  3. Free slotT8
    to buy

Lums

Light · Common

  1. Silver WindabilityDeck core
  2. LiftoffabilityDeck core
  3. Free slot
    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.

4 shop openings379 Spamtons generated+100% 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 · 41 SpamtonsGraveyard
  2. T4Luck 4 · 136 SpamtonsMultiplier
  3. T6Luck 6 · 285 SpamtonsLightheart
  4. T8Luck 8 · 379 SpamtonsLightheart
T2

Graveyard

Wyrmling of Lights · Common

+11.6%
T4

Multiplier

Radiant Shinobi · Rare

+12.3%
T6

Lightheart

Nebular Aristocrat · Rare

+25.8%
T8

Lightheart

Nebular Aristocrat · Epic

+50.2%

Expected value of a random purchase, before → after this plan: +1.3% → +0.6%

Avoid for this deck

Waterheart · Fireheart · Natureheart · Shapeshifter · Optimisation · Taunt · Revenge · Temporality

Theoretical score8,903
Estimated elimination7.7 turns
Effective HP2,324
Healing0
Spamtons / turn19

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 -1.7% · 13.1 turnsSecond +1.7% · 13.7 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 7.7 turns.

Weak spots

  • Struggles against a deck resisting Light: elimination in 17 turns.
  • Struggles against a deck resisting Earth: elimination in 13.1 turns.
  • No healing.

How the game goes

  1. Turn 1: first bonuses (Wyrmling of Lights).
  2. Turn 8: first big hit, Yellow Lightning (Radiant Shinobi).
  3. Turn 8: opponent eliminated.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

New Life

Wyrmling of Lights

Starts the game with either the Phoenix or Graveyard passive, chosen at random.

Recommended

Crit Sphere

Radiant Shinobi

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

Recommended

Transition

Nebular Aristocrat

When this card is permanently killed, it comes back to life with the "Random Metamorph" passive.

Recommended

Light Heart

Lums

Start the game with the "Lightheart" passive

Recommended
Adapt in the workshop

How it wins

Generation

Wyrmling of Lights (+6 Light); Lums (+9 Light, +9 Shadow). First bonuses on turn 1.

Damage

Yellow Lightning (Radiant Shinobi): 77% of the damage; Kung‑Fu (Radiant Shinobi): 14% of the damage. 2,920 useful damage, opponent eliminated in 7.7 turns.

Survival

No healing: with 2,324 effective HP, the deck has to win before it wears down.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 122 damage
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
22 damageLight +1
02Turn 258 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Lums
Silver WindLums
27 damageLight +3 · Shadow +3
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
31 damageLight +1
See the rest of the planCollapse the plan+8 turns
03Turn 335 damage
Wyrmling of Lights
Thoughtful AidWyrmling of Lights
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
35 damageLight +1
04Turn 41,098 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Lums
LiftoffLums
Radiant Shinobi
Yellow LightningRadiant Shinobi
811 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
205 damage
Lums
Silver WindLums
37 damageLight +3 · Shadow +3
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
45 damageLight +1
05Turn 548 damage
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
48 damageLight +1
06Turn 6102 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Wyrmling of Lights
Thoughtful AidWyrmling of Lights
Lums
Silver WindLums
45 damageLight +3 · Shadow +3
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
57 damageLight +1
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 82,281 damage
Lums
LiftoffLums
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,989 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
292 damage
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.