- Peaceful GlowabilityDeck core
- Thoughtful AidabilityDeck core
- Free slotT2to buy
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.
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.
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
- Cosmic MasqueradeabilityDeck core
- Free slotT6to buy
- Free slotT8to buy
- Silver WindabilityDeck core
- LiftoffabilityDeck core
- Free slotto 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
- T2Graveyard
- T4Multiplier
- T6Lightheart
- T8Lightheart
Graveyard
Wyrmling of Lights · Common
Multiplier
Radiant Shinobi · Rare
Lightheart
Nebular Aristocrat · Rare
Lightheart
Nebular Aristocrat · Epic
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
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
- Fragile deck+6.2%10.5 turns · strength
- Tank deck-36.6%17.9 turns · weakness
- Resists Fire0%12.4 turns
- Resists Water0%12.4 turns
- Resists Earth-5.3%13.1 turns · weakness
- Resists Nature0%12.4 turns
- Resists Shadow-0.2%12.5 turns
- Resists Light-34.1%17 turns · weakness
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
- Turn 1: first bonuses (Wyrmling of Lights).
- Turn 8: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 8: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
New Life
Wyrmling of LightsStarts the game with either the Phoenix or Graveyard passive, chosen at random.
RecommendedCrit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedLight Heart
LumsStart the game with the "Lightheart" passive
RecommendedHow 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.
02Turn 258 damage
See the rest of the planCollapse the plan+8 turns
04Turn 41,098 damage
06Turn 6102 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
08Turn 82,281 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.