Radiant Shinobi + Nebular Aristocrat

Radiant Shinobi + Nebular Aristocrat (with Commando Gerz and Squall) is part of the SPAM 1.26 tier list at Bronze · Silver; with these talents it is tier C in all three ranks. Midrange deck in Light and Earth, estimated elimination in 9.8 turns; first Tox to aim for: Graveyard on turn 2.

IntermediateMidrangeLightEarth
CTier54.2% · Relative indexv1.26

By rank, with these talentsCeleste · LegendCGold · CrystalCBronze · SilverC

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. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. toxReplaceable

Squall, Emissary of Nightmares

Shadow · Rare

  1. Cosmic FlamesabilityDeck core
  2. Cosmic LightabilityDeck core
  3. Replace : BerserkT6
    to buy

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT2
    to buy

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. toxDeck core
  3. Free slotT4
    to 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.

5 shop openings385 Spamtons generated+55.3% Plan potential

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

  1. T2Luck 2 · 45 SpamtonsGraveyard
  2. T4Luck 4 · 144 SpamtonsPhoenix
  3. T6Luck 6 · 247 SpamtonsBerserk
  4. T8Luck 8 · 342 Spamtonsskip
  5. T10Luck 10 · 385 Spamtonsskip
T2

Graveyard

Radiant Shinobi · Common

+12.7%
T4

Phoenix

Nebular Aristocrat · Common

+22.3%
T6

Berserk

Squall, Emissary of Nightmares · Rare

Replace : Berserk

+20.3%

Expected value of a random purchase, before → after this plan: +5.5% → +0.1%

Avoid for this deck

AoE · Waterheart · Natureheart · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Temporality

Theoretical score11,007
Estimated elimination9.8 turns
Effective HP5,581
Healing0
Spamtons / turn21

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 -3.8% · 10.2 turnsSecond +3.8% · 9.5 turns

Strengths

  • 2 cards generate bonuses.
  • Eliminates the opponent in 9.8 turns.

Weak spots

  • Struggles against a deck resisting Light: elimination in 11.7 turns.
  • Struggles against a deck resisting Earth: elimination in 10 turns.
  • No healing.

How the game goes

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
  3. Turn 10: opponent eliminated.

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 (+200)

Recommended

Blue Whale

Squall, Emissary of Nightmares

Increases this card’s HP by (+200)

Recommended

Multicolor

Radiant Shinobi

Gains (+1) in each element with every attack from this card

Recommended

Transition

Nebular Aristocrat

When this card is permanently killed, it comes back to life with the "Random Metamorph" passive.

Recommended
Adapt in the workshop

How it wins

Generation

Commando Gerz (+15 Earth, +15 Light); Squall, Emissary of Nightmares (+12 Light, +12 Fire). First bonuses on turn 2.

Damage

Yellow Lightning (Radiant Shinobi): 34% of the damage; Final Delight (Commando Gerz): 30% of the damage. 2,960 useful damage, opponent eliminated in 9.8 turns.

Survival

No healing: with 5,581 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.

01Turn 1Abilities on cooldown.

Abilities on cooldown.

02Turn 20 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
See the rest of the planCollapse the plan+8 turns
03Turn 3148 damage
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
79 damageLight +4
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
69 damageFire +4
04Turn 40 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
05Turn 51,367 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
954 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
413 damage
06Turn 6215 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
122 damageLight +4
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
93 damageFire +4
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
09Turn 9249 damage
Squall, Emissary of Nightmares
Cosmic LightSquall, Emissary of Nightmares
143 damageLight +4
Squall, Emissary of Nightmares
Cosmic FlamesSquall, Emissary of Nightmares
106 damageFire +4
10Turn 10831 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
831 damage