Midrange Earth / Light · Radiant Shinobi

Four cards. A shared purpose.

IntermediateMidrangeEarthLight
CTier60.2% · Relative indexv1.19

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityKeep
  2. Final DelightabilityKeep
  3. toxKeep

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityKeep
  2. Kung‑FuabilityKeep
  3. Free slotT2
    to buy

Horned Dune Wyrm

Earth · Common

  1. Scorching BiteabilityKeep
  2. toxKeep
  3. Free slot
    to buy

Earth King

Earth · Epic

  1. Blade-TabilityKeep
  2. Earthly ChoiceabilityKeep
  3. Free slot
    to buy

Tox priorities

Priority order: which Tox to aim for at each shop opening, and which ability slot to put it in. Prices are not published by the Spamdex, so the plan ignores them; draws remain random.

5 shop openings220 Spamtons generated+2% Plan potential
T2

Stun

Radiant Shinobi · Legendary

+2%

Expected value of a random purchase, before → after this plan: +0.1% → +0.1%

Avoid for this deck

Bomba · Waterheart · Shadowheart · Fireheart · Natureheart · Earthheart · Erosion · Random shapeshifter · Mimicry · Multiplier · Poison · Revenge · Temporality · Avenger

Theoretical score9,618
Estimated elimination10.6 turns
Effective HP5,266
Healing175

Opponent profiles

Score averaged over nine theoretical opponents, as no real meta can be observed: neutral (700 HP, 10% resistance), fragile, tank, and six decks resisting one element (+25%). Score gap against the neutral profile, the one used for the displayed gameplan.

Strengths

  • 2 cards with active generation.
  • 175 healing in the simulation.
  • No elemental resistance costs it more than 5% of its score.

Watch points

  • No control recorded by the model.
  • Elimination extrapolated beyond the simulation horizon.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Earth / Light axes.
  3. 03Simulated damage peak: turn 10.
  4. 04Estimated elimination: 10.6 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

Recommended

Crit Sphere

Radiant Shinobi

Increases this card's critical chance by (+2%) each turn

Recommended

Life-8

Horned Dune Wyrm

The card's HP and max HP are doubled at the start of turn 8

Recommended

Heart of Steel

Earth King

Incoming attacks increase your elemental resistances by (+1).

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Earth King feed the composition with bonuses. The main axes are Earth / Light. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Radiant Shinobi + Commando Gerz have the strongest individual offensive profiles in this composition. The deck reaches 2,653 useful simulated damage, with elimination estimated at 10.6 turns. Check the curve to see when the investment pays off.

Protect the composition

Horned Dune Wyrm provide support or control tools. The model estimates 5,266 effective HP and 175 healing. Defense helps give bonuses and cooldowns time to pay off.

The gameplanTheoretical analysis

Turn by turn, what the engine plays with this deck. The first two turns are unfolded.

01Turn 1Abilities on cooldown.

Abilities on cooldown.

02Turn 241 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Horned Dune Wyrm
Scorching BiteHorned Dune Wyrm
41
See the rest of the planCollapse the plan+8 turns
03Turn 3Abilities on cooldown.

Abilities on cooldown.

04Turn 453 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Horned Dune Wyrm
Scorching BiteHorned Dune Wyrm
53
05Turn 51,061 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Radiant Shinobi
Yellow LightningRadiant Shinobi
413
Radiant Shinobi
Kung‑FuRadiant Shinobi
475
Earth King
Blade-TEarth King
173
06Turn 60 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
09Turn 9Abilities on cooldown.

Abilities on cooldown.

10Turn 102,921 damage
Earth King
Earthly ChoiceEarth King
Earth +11
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
949
Radiant Shinobi
Yellow LightningRadiant Shinobi
752
Radiant Shinobi
Kung‑FuRadiant Shinobi
917
Earth King
Blade-TEarth King
303