- CigarillosabilityDeck core
- Final DelightabilityDeck core
- toxReplaceable
Radiant Shinobi + Nebular Aristocrat
Radiant Shinobi + Nebular Aristocrat (with Commando Gerz and Ameru) is part of the SPAM 1.23 tier list at Gold · Crystal; with these talents it is tier D at Celeste · Legend, C at Gold · Crystal and C at Bronze · Silver. Elemental ramp deck in Light and Earth, estimated elimination in 10.8 turns; first Tox to aim for: Graveyard on turn 2.
By rank, with these talentsCeleste · LegendDGold · 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.
- Smoky DreamabilityDeck core
- Replace : SmokeT8to buy
- toxReplaceable
- Cosmic MasqueradeabilityDeck core
- Free slotT2to buy
- 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
- T2Graveyard
- T4Multiplier
- T6Lightheart
- T8Lightheart
- T10skip
Graveyard
Nebular Aristocrat · Common
Multiplier
Radiant Shinobi · Rare
Lightheart
Nebular Aristocrat · Rare
Lightheart
Ameru · Epic
Replace : Smoke
Expected value of a random purchase, before → after this plan: +10.9% → +0.1%
Avoid for this deck
Fireheart · Natureheart · Inversion · Shapeshifter · Optimisation · Taunt · Reset · Revenge · 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 -0.8% · 11.7 turnsSecond +0.8% · 11.6 turns
- Fragile deck+37.4%8.9 turns · strength
- Tank deck-45.5%14.9 turns · weakness
- Resists Fire0%11.3 turns
- Resists Water0%11.3 turns
- Resists Earth-4.7%11.8 turns
- Resists Nature0%11.3 turns
- Resists Shadow0%11.3 turns
- Resists Light-11.6%12.8 turns · weakness
Strengths
- 2 cards generate bonuses.
Weak spots
- Struggles against a deck resisting Light: elimination in 12.8 turns.
- No healing.
- Slow: doesn’t eliminate the opponent within 10 turns.
How the game goes
- Turn 2: first bonuses (Commando Gerz).
- Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
- No elimination within 10 turns.
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)
RecommendedCavalry
AmeruIncreases the max HP of all other allied cards by (+100)
RecommendedTransition
Nebular AristocratWhen this card is permanently killed, it comes back to life with the "Random Metamorph" passive.
RecommendedMulticolor
Radiant ShinobiGains (+1) in each element with every attack from this card
RecommendedHow it wins
Generation
Commando Gerz (+15 Earth, +15 Light); Ameru (+12 Light, +12 Water, +12 Shadow). First bonuses on turn 2.
Damage
Final Delight (Commando Gerz): 38% of the damage; Yellow Lightning (Radiant Shinobi): 34% of the damage. 2,693 useful damage, no elimination within 10 turns (estimated around turn 11).
Survival
No healing: with 4,960 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.
See the rest of the planCollapse the plan+8 turns
06Turn 6134 damage
07Turn 7Abilities on cooldown.
Abilities on cooldown.