- CigarillosabilityDeck core
- Final DelightabilityDeck core
- Replace : BerserkT8to buy
Radiant Shinobi + Thorn of Love
Radiant Shinobi + Thorn of Love (with Commando Gerz and Golden Boar) is in the SPAM 1.23 tier list at Celeste · Legend, tier C (29th of 40); with these talents it is B at Bronze · Silver. Elemental ramp deck in Earth and Light, estimated elimination in 9.7 turns; first Tox to aim for: Ancient Healing on turn 2.
By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverB
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.
- Earth ShakerabilityDeck core
- toxDeck core
- Free slotT2to buy
- WisdomabilityDeck core
- toxDeck core
- Free slotT6to buy
- Yellow LightningabilityDeck core
- Kung‑FuabilityDeck core
- Free slotT4to 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
- T2Ancient Healing
- T4Multiplier
- T6Graveyard
- T8Berserk
- T10skip
Ancient Healing
Golden Boar · Common
Multiplier
Radiant Shinobi · Rare
Graveyard
Thorn of Love · Rare
Berserk
Commando Gerz · Epic
Replace : Berserk
Expected value of a random purchase, before → after this plan: +1.2% → +0%
Avoid for this deck
Waterheart · Shadowheart · Fireheart · Natureheart · Inversion · Shapeshifter · Mimicry · Optimisation · Punching Bag · 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 -0.1% · 10.3 turnsSecond +0.1% · 10.1 turns
- Fragile deck+9.2%8.7 turns · strength
- Tank deck-42.2%14.9 turns · weakness
- Resists Fire0%9.5 turns
- Resists Water0%9.5 turns
- Resists Earth-17.5%10.8 turns · weakness
- Resists Nature0%9.5 turns
- Resists Shadow0%9.5 turns
- Resists Light-9.7%10.1 turns · weakness
Strengths
- 3 cards generate bonuses.
- Eliminates the opponent in 9.7 turns.
Weak spots
- Struggles against a deck resisting Earth: elimination in 10.8 turns.
- Struggles against a deck resisting Light: elimination in 10.1 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 (1,314).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Soul Vitality
Commando GerzWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedSoul Vitality
Golden BoarWhenever a card on the field dies, this card's HP and max HP increase by (+200)
RecommendedWeaken
Thorn of LoveReduces the elemental resistances of all enemy cards by (-1%) per turn
RecommendedMulticolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedHow it wins
Generation
Thorn of Love (+8 Earth, +8 Nature, +8 Light); Commando Gerz (+15 Earth, +15 Light); Golden Boar (+10 Earth). First bonuses on turn 1.
Damage
Final Delight (Commando Gerz): 35% of the damage; Earth Shaker (Golden Boar): 30% of the damage. 2,920 useful damage, opponent eliminated in 9.7 turns.
Survival
No healing: with 6,987 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 294 damage
See the rest of the planCollapse the plan+8 turns
04Turn 4144 damage
06Turn 6186 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.
08Turn 8220 damage
09Turn 9Abilities on cooldown.
Abilities on cooldown.