- Yellow LightningabilityDeck core
- Kung‑FuabilityReplaceable
- Free slotT2to buy
Radiant Shinobi + Nebular Aristocrat
Radiant Shinobi + Nebular Aristocrat (with Glow Glutton and Lums) is part of the SPAM 1.28.1 tier list at Bronze · Silver; with these talents it is tier C at Celeste · Legend, C at Gold · Crystal and B at Bronze · Silver. Midrange deck in Light, estimated elimination in 9.3 turns; first Tox to aim for: Lightheart 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.
- GluttonyabilityDeck core
- toxDeck core
- Free slotT4to buy
- Cosmic MasqueradeabilityDeck core
- Replace : BombaT8to buy
- Free slotT6to buy
- Silver WindabilityDeck core
- LiftoffabilityReplaceable
- Free slotT10to 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
- T2Lightheart
- T4Inversion
- T6Graveyard
- T8Berserk
- T10Vitalheart
Lightheart
Radiant Shinobi · Common
Inversion
Glow Glutton · Rare
Graveyard
Nebular Aristocrat · Rare
Berserk
Nebular Aristocrat · Epic
Replace : Bomba
Vitalheart
Lums · Epic
Expected value of a random purchase, before → after this plan: +0.8% → +0.1%
Avoid for this deck
Camouflage · Waterheart · Fireheart · Natureheart · Eternity · Freeze · Shapeshifter · Optimisation · Revenge · Tenacity
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 -5.4% · 9.3 turnsSecond +5.4% · 8.3 turns
- Fragile deck+2.2%8.7 turns
- Tank deck-2.8%9 turns
- Resists Fire0%8.8 turns
- Resists Water0%8.8 turns
- Resists Earth-0.2%8.8 turns
- Resists Nature0%8.8 turns
- Resists Shadow0%8.8 turns
- Resists Light-1.8%9 turns
Strengths
- 2 cards generate bonuses.
- Eliminates the opponent in 9.3 turns.
- 2,390 healing over the game.
Weak spots
- Relies on Yellow Lightning (Radiant Shinobi).
How the game goes
- Turn 1: first bonuses (Glow Glutton).
- Turn 10: first big hit, Yellow Lightning (Radiant Shinobi).
- Turn 10: opponent eliminated.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Multicolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedTransition
Glow GluttonWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
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
Glow Glutton (+20 Light); Lums (+12 Light, +12 Shadow). First bonuses on turn 1.
Damage
Yellow Lightning (Radiant Shinobi): 89% of the damage; Silver Wind (Lums): 6% of the damage. 3,040 useful damage, opponent eliminated in 9.3 turns.
Survival
2,390 healing over the game, mostly from Glow Glutton. 2,291 effective HP at the start.
The gameplanTheoretical analysis
Turn by turn, what the engine plays with this deck. The first two turns are unfolded.