- WisdomabilityDeck core
- toxDeck core
- Free slotT2to buy
Radiant Shinobi + Thorn of Love
Radiant Shinobi + Thorn of Love (with Zayd and Rob the Adventurer) is part of the SPAM 1.23 tier list at Bronze · Silver; with these talents it is tier D in all three ranks. Midrange deck in Earth and Light, estimated elimination in 9.9 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · CrystalDBronze · SilverD
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.
- World's EndabilityDeck core
- FortressabilityDeck core
- toxDeck core
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to buy
- AdventureabilityDeck core
- Replace : ShadowheartT6to buy
- Replace : EarthheartT8to 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
- T8Earthheart
- T10skip
Graveyard
Thorn of Love · Common
Multiplier
Radiant Shinobi · Rare
Lightheart
Rob the Adventurer · Rare
Replace : Shadowheart
Earthheart
Rob the Adventurer · Epic
Replace : Earthheart
Expected value of a random purchase, before → after this plan: +2% → +0%
Avoid for this deck
AoE · Waterheart · Shadowheart · Fireheart · Natureheart · Inversion · 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 +8.3% · 11 turnsSecond -8.3% · 13.2 turns
- Fragile deck+26.2%9.2 turns · strength
- Tank deck-24%15.1 turns · weakness
- Resists Fire0%11.6 turns
- Resists Water0%11.6 turns
- Resists Earth-13.7%13.3 turns · weakness
- Resists Nature0%11.7 turns
- Resists Shadow0%11.7 turns
- Resists Light-11.8%13.4 turns · weakness
Strengths
- Eliminates the opponent in 9.9 turns.
- Has control effects.
Weak spots
- Struggles against a deck resisting Earth: elimination in 13.3 turns.
- Struggles against a deck resisting Light: elimination in 13.4 turns.
- No healing.
How the game goes
- Turn 1: first bonuses (Thorn of Love).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: damage peak (1,220).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Weaken
Thorn of LoveReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedShared Shield
ZaydIncreases the elemental resistances of all allied cards by (+10%).
RecommendedCrit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedDoomed Hour
Rob the AdventurerApplies Eternity to all enemy cards when this card is killed.
RecommendedHow it wins
Generation
Thorn of Love (+10 Earth, +10 Nature, +10 Light). First bonuses on turn 1.
Damage
Kung‑Fu (Radiant Shinobi): 41% of the damage; Yellow Lightning (Radiant Shinobi): 41% of the damage. 2,920 useful damage, opponent eliminated in 9.9 turns.
Survival
No healing: with 2,824 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.