Light King + Radiant Shinobi

Light King + Radiant Shinobi (with Ephial and Nebular Aristocrat) is in the SPAM 1.23 tier list at Celeste · Legend, tier C (26th of 40); with these talents it is D at Gold · Crystal. Midrange deck in Light, estimated elimination in 9.7 turns; first Tox to aim for: Reflection on turn 2.

Advanced collectionMidrangeLight
CTier60.2% · Relative indexv1.23

By rank, with these talentsCeleste · LegendCGold · CrystalDBronze · 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.

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityDeck core
  2. Kung‑FuabilityDeck core
  3. Free slotT4
    to buy

Ephial

Light · Legendary

  1. Astral TackleabilityDeck core
  2. Planet HealabilityDeck core
  3. Replace : ResetT10
    to buy

Nebular Aristocrat

Light · Common

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

Light King

Light · Epic

  1. Replace : Blade-LT8
    to buy
  2. Solar ChoiceabilityDeck core
  3. toxDeck core

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 openings462 Spamtons generated+48.8% 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 · 65 SpamtonsReflection
  2. T4Luck 4 · 134 SpamtonsLightheart
  3. T6Luck 6 · 257 SpamtonsLightheart
  4. T8Luck 8 · 334 SpamtonsLightheart
  5. T10Luck 10 · 462 SpamtonsBerserk
T2

Reflection

Nebular Aristocrat · Common

+3.4%
T4

Lightheart

Radiant Shinobi · Rare

+10.1%
T6

Lightheart

Nebular Aristocrat · Common

+3.7%
T8

Lightheart

Light King · Epic

Replace : Blade-L (ability)

+8.9%
T10

Berserk

Ephial · Epic

Replace : Reset

+22.8%

Expected value of a random purchase, before → after this plan: +1.8% → +0%

Avoid for this deck

Waterheart · Fireheart · Inversion · Shapeshifter · Optimisation · Revenge

Theoretical score11,217
Estimated elimination9.7 turns
Effective HP4,749
Healing1,180
Spamtons / turn31

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 -3.5% · 10.1 turnsSecond +3.5% · 9.5 turns

Strengths

  • Eliminates the opponent in 9.7 turns.
  • 1,180 healing over the game.

Weak spots

  • Struggles against a deck resisting Light: elimination in 11.7 turns.
  • Struggles against a deck resisting Earth: elimination in 9.8 turns.
  • Only one generator: Light King.

How the game goes

  1. Turn 5: first bonuses (Light King).
  2. Turn 10: 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

Multicolor

Radiant Shinobi

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

Recommended

Focus

Ephial

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended

Transition

Nebular Aristocrat

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

Recommended

Focus

Light King

At the start of each turn, this card has a 25% chance to gain Taunt.

Recommended
Adapt in the workshop

How it wins

Generation

Light King (+22 Light). First bonuses on turn 5.

Damage

Yellow Lightning (Radiant Shinobi): 75% of the damage; Kung‑Fu (Radiant Shinobi): 14% of the damage. 2,920 useful damage, opponent eliminated in 9.7 turns.

Survival

1,180 healing over the game, mostly from Ephial. 4,749 effective HP at the start.

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
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
See the rest of the planCollapse the plan+8 turns
03Turn 342 damage
Light King
Blade-LLight King
42 damage
04Turn 459 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Ephial
Astral TackleEphial
59 damage
05Turn 5996 damage
Light King
Solar ChoiceLight King
Light +11
Ephial
Planet HealEphial
+650
Radiant Shinobi
Yellow LightningRadiant Shinobi
795 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
201 damage
06Turn 694 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Light King
Blade-LLight King
94 damage
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 893 damage
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Ephial
Astral TackleEphial
93 damage
09Turn 999 damage
Light King
Blade-LLight King
99 damage
10Turn 102,164 damage
Ephial
Planet HealEphial
+778
Light King
Solar ChoiceLight King
Light +11
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,858 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
306 damage