Radiant Shinobi + Nebular Aristocrat

Radiant Shinobi + Nebular Aristocrat (with Wyrmling of Lights and Codex of Luminous Spells) is the 25th deck with an advanced 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: Vampirism on turn 2.

Advanced collectionMidrangeLight
DTier46.2% · 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 slotT4
    to buy

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT2
    to buy

Nebular Aristocrat

Light · Common

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

Codex of Luminous Spells

Light · Epic

  1. Luminescent ScriptabilityDeck core
  2. toxReplaceable
  3. Free slotT6
    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 openings403 Spamtons generated+25.4% 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 · 47 SpamtonsVampirism
  2. T4Luck 4 · 148 SpamtonsGraveyard
  3. T6Luck 6 · 303 SpamtonsAncient Healing
  4. T8Luck 8 · 403 SpamtonsLightheart
T2

Vampirism

Radiant Shinobi · Common

+1.7%
T4

Graveyard

Wyrmling of Lights · Rare

+8.3%
T6

Ancient Healing

Codex of Luminous Spells · Rare

+1.3%
T8

Lightheart

Nebular Aristocrat · Epic

+14.2%

Expected value of a random purchase, before → after this plan: +1.4% → +2.2%

Avoid for this deck

Waterheart · Shadowheart · Fireheart · Natureheart · Shapeshifter · Optimisation · Taunt · Reset · Temporality

Theoretical score9,596
Estimated elimination7.7 turns
Effective HP2,788
Healing0
Spamtons / turn22

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 -0.9% · 13.4 turnsSecond +0.9% · 15.1 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 7.7 turns.
  • No weakness against element-resistant decks.

Weak spots

  • No healing.
  • Relies on Yellow Lightning (Radiant Shinobi).

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

Brutal

Radiant Shinobi

Start the game with the "Brutal" passive

Recommended

Transition

Nebular Aristocrat

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

Recommended

F/W-Shield

Codex of Luminous Spells

Fire resistance (+25%) Water resistance (+25%)

Recommended
Adapt in the workshop

How it wins

Generation

Wyrmling of Lights (+6 Light); Codex of Luminous Spells (+36 Light). First bonuses on turn 1.

Damage

Yellow Lightning (Radiant Shinobi): 88% of the damage; Peaceful Glow (Wyrmling of Lights): 7% of the damage. 2,920 useful damage, opponent eliminated in 7.7 turns.

Survival

No healing: with 2,788 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
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +1
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
22 damageLight +1
02Turn 227 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +2
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
27 damageLight +1
See the rest of the planCollapse the plan+8 turns
03Turn 335 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +3
Wyrmling of Lights
Thoughtful AidWyrmling of Lights
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
35 damageLight +1
04Turn 41,065 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +4
Radiant Shinobi
Yellow LightningRadiant Shinobi
837 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
184 damage
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
44 damageLight +1
05Turn 556 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +5
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
56 damageLight +1
06Turn 668 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +6
Wyrmling of Lights
Thoughtful AidWyrmling of Lights
Wyrmling of Lights
Peaceful GlowWyrmling of Lights
68 damageLight +1
07Turn 70 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +7
08Turn 82,309 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +8
Radiant Shinobi
Yellow LightningRadiant Shinobi
2,309 damage
09Turn 9Simulation complete.

Simulation complete.

10Turn 10Simulation complete.

Simulation complete.