Midrange Light / Earth · Radiant Shinobi

Four cards. A shared purpose.

IntermediateMidrangeLightEarth
CTier65.1% · 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 slotT2
    to buy

Nebular Aristocrat

Light · Common

  1. Cosmic MasqueradeabilityKeep
  2. Free slot
    to buy
  3. Free slot
    to buy

Pyrokinetic Sorceress

Fire · Common

  1. Enchanted FlameabilityKeep
  2. Solid VeilabilityKeep
  3. Free slotT4
    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 openings195 Spamtons generated+3% Plan potential
T2

Vampirism

Radiant Shinobi · Epic

+1.6%
T4

Stun

Pyrokinetic Sorceress · Legendary

+1.4%

Expected value of a random purchase, before → after this plan: +0.3% → +0.3%

Avoid for this deck

Backlash · Multiplier · Avenger

Theoretical score9,953
Estimated elimination10 turns
Effective HP6,261
Healing400

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.
  • 400 healing in the simulation.

Watch points

  • Performance depends on talents and the model’s average opponent.

Four key moments

  1. 01Set up opening bonuses and talents.
  2. 02Fuel the Light / Earth 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

Transition

Nebular Aristocrat

Applies "Random Metamorph" to your card when this card is killed.

Recommended

Light Heart

Pyrokinetic Sorceress

Start the game with the "Lightheart" passive

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Pyrokinetic Sorceress feed the composition with bonuses. The main axes are Light / Earth. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Radiant Shinobi + Commando Gerz 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

The model estimates 6,261 effective HP and 400 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 10 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
02Turn 20 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
See the rest of the planCollapse the plan+8 turns
03Turn 374 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
74
04Turn 40 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Nebular Aristocrat
Cosmic MasqueradeNebular Aristocrat
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
05Turn 51,132 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
772
Radiant Shinobi
Kung‑FuRadiant Shinobi
360
06Turn 6107 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
107
07Turn 70 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
09Turn 9135 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
135
10Turn 102,392 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,617
Commando Gerz
Final DelightCommando Gerz
775