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.

IntermediateElemental rampLightEarth
DTier40.2% · Relative indexv1.23

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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityDeck core
  2. Final DelightabilityDeck core
  3. toxReplaceable

Ameru

Light · Rare

  1. Smoky DreamabilityDeck core
  2. Replace : SmokeT8
    to buy
  3. toxReplaceable

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityDeck core
  2. Free slotT2
    to buy
  3. Free slotT6
    to buy

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck 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 openings496 Spamtons generated+124.3% 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 · 59 SpamtonsGraveyard
  2. T4Luck 4 · 172 SpamtonsMultiplier
  3. T6Luck 6 · 289 SpamtonsLightheart
  4. T8Luck 8 · 404 SpamtonsLightheart
  5. T10Luck 10 · 496 Spamtonsskip
T2

Graveyard

Nebular Aristocrat · Common

+27.7%
T4

Multiplier

Radiant Shinobi · Rare

+22.9%
T6

Lightheart

Nebular Aristocrat · Rare

+33.5%
T8

Lightheart

Ameru · Epic

Replace : Smoke

+40.2%

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

Theoretical score8,425
Estimated elimination10.8 turns
Effective HP4,960
Healing0
Spamtons / turn28

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

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

  1. Turn 2: first bonuses (Commando Gerz).
  2. Turn 5: first big hit, Yellow Lightning (Radiant Shinobi).
  3. No elimination within 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 (+200)

Recommended

Cavalry

Ameru

Increases the max HP of all other allied cards by (+100)

Recommended

Transition

Nebular Aristocrat

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

Recommended

Multicolor

Radiant Shinobi

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

Recommended
Adapt in the workshop

How 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.

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 378 damage
Ameru
Smoky DreamAmeru
78 damageLight +4 · Water +4 · Shadow +4
04Turn 40 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
05Turn 51,436 damage
Radiant Shinobi
Yellow LightningRadiant Shinobi
996 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
440 damage
06Turn 6134 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Ameru
Smoky DreamAmeru
134 damageLight +4 · Water +4 · Shadow +4
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
09Turn 9190 damage
Ameru
Smoky DreamAmeru
190 damageLight +4 · Water +4 · Shadow +4
10Turn 101,103 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
1,103 damage