- Peaceful GlowabilityDeck core
- Thoughtful AidabilityDeck core
- Free slotT4to buy
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.
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 slotT2to buy
- Cosmic MasqueradeabilityDeck core
- Free slotT8to buy
- Free slotto buy
- Luminescent ScriptabilityDeck core
- toxReplaceable
- Free slotT6to 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
- T2Vampirism
- T4Graveyard
- T6Ancient Healing
- T8Lightheart
Vampirism
Radiant Shinobi · Common
Graveyard
Wyrmling of Lights · Rare
Ancient Healing
Codex of Luminous Spells · Rare
Lightheart
Nebular Aristocrat · Epic
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
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
- Fragile deck+5%11.7 turns · strength
- Tank deck-28.8%18.7 turns · weakness
- Resists Fire0%13.9 turns
- Resists Water0%13.9 turns
- Resists Earth0%13.9 turns
- Resists Nature0%13.9 turns
- Resists Shadow0%13.9 turns
- Resists Light-0.6%14.3 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
- 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.
RecommendedBrutal
Radiant ShinobiStart the game with the "Brutal" passive
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedF/W-Shield
Codex of Luminous SpellsFire resistance (+25%) Water resistance (+25%)
RecommendedHow 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
02Turn 227 damage
See the rest of the planCollapse the plan+8 turns
03Turn 335 damage
04Turn 41,065 damage
05Turn 556 damage
06Turn 668 damage
08Turn 82,309 damage
09Turn 9Simulation complete.
Simulation complete.
10Turn 10Simulation complete.
Simulation complete.