Midrange Earth / Light · Radiant Shinobi

Four cards. A shared purpose.

IntermediateMidrangeEarthLight
CTier60% · 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 slotT4
    to buy

Mouse of the Wheat

Earth · Rare

  1. OutbreakabilityKeep
  2. toxKeep
  3. Free slot
    to buy

Golden Boar

Earth · Common

  1. Earth ShakerabilityKeep
  2. toxKeep
  3. Free slotT2
    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 openings210 Spamtons generated+3.9% Plan potential
T2

Stun

Golden Boar · Legendary

+2.4%
T4

Vampirism

Radiant Shinobi · Epic

+1.4%

Expected value of a random purchase, before → after this plan: +0.2% → +0.1%

Avoid for this deck

Berserk · Bomba · Brutal · Waterheart · Shadowheart · Fireheart · Lightheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Poison · Revenge · Punching Bag · Temporality · Avenger

Theoretical score9,601
Estimated elimination10 turns
Effective HP7,063
Healing234

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.
  • Estimated elimination in 10 turns.
  • 234 healing in the simulation.

Watch points

  • Sensitive to Earth resistance: -6% score, elimination in 11.9 turns against that profile.
  • No control recorded by the model.

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 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

Luminous Field

Mouse of the Wheat

Light bonus (+7).

Recommended

Soul Vitality

Golden Boar

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

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Golden Boar 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 + Golden Boar have the strongest individual offensive profiles in this composition. The deck reaches 2,800 useful simulated damage, with elimination estimated at 10 turns. Check the curve to see when the investment pays off.

Protect the composition

Mouse of the Wheat provide support or control tools. The model estimates 7,063 effective HP and 234 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 273 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
73Earth +2
See the rest of the planCollapse the plan+8 turns
03Turn 30 damage
Mouse of the Wheat
OutbreakMouse of the Wheat
+234Earth +2
04Turn 4109 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
109Earth +2
05Turn 5849 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
474
Radiant Shinobi
Kung‑FuRadiant Shinobi
375
06Turn 6136 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
136Earth +2
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 8164 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
164Earth +2
09Turn 9Abilities on cooldown.

Abilities on cooldown.

10Turn 102,204 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
818
Radiant Shinobi
Yellow LightningRadiant Shinobi
511
Radiant Shinobi
Kung‑FuRadiant Shinobi
684
Golden Boar
Earth ShakerGolden Boar
191Earth +2