Midrange Light / Earth · Radiant Shinobi

Four cards. A shared purpose.

Advanced collectionMidrangeLightEarth
CTier65.9% · 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.

Radiant Shinobi

Light · Rare

  1. Yellow LightningabilityKeep
  2. Kung‑FuabilityKeep
  3. Free slotT2
    to buy

Zayd

Earth · Legendary

  1. World's EndabilityKeep
  2. FortressabilityKeep
  3. toxKeep

Commando Gerz

Earth · Rare

  1. CigarillosabilityKeep
  2. Final DelightabilityKeep
  3. toxKeep

Pyrokinetic Sorceress

Fire · Common

  1. Enchanted FlameabilityKeep
  2. Solid VeilabilityKeep
  3. Free slot
    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 openings185 Spamtons generated+1.9% Plan potential
T2

Stun

Radiant Shinobi · Legendary

+1.9%

Expected value of a random purchase, before → after this plan: +0.2% → +0.1%

Avoid for this deck

Bomba · Brutal · Waterheart · Shadowheart · Lightheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Mimicry · Poison · Revenge · Punching Bag · Temporality · Avenger

Theoretical score10,005
Estimated elimination10.5 turns
Effective HP7,004
Healing0

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.
  • Control effects contributing to the model’s score.
  • No elemental resistance costs it more than 5% of its score.

Watch points

  • No healing in the simulation.
  • Elimination extrapolated beyond the simulation horizon.

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: 10.5 turns.

Model ranking

0% = average random deck. 100% = best deck found. This score is not a win rate.

Understanding the scores

Talents

Crit Sphere

Radiant Shinobi

Increases this card's critical chance by (+2%) each turn

Recommended

Shared Shield

Zayd

Increases the elemental resistances of all allied cards by (+10%).

Recommended

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

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 2,659 useful simulated damage, with elimination estimated at 10.5 turns. Check the curve to see when the investment pays off.

Protect the composition

Zayd provide support or control tools. The model estimates 7,004 effective HP and 0 healing. Healing is limited: check whether the offensive tempo fits your plan.

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
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
See the rest of the planCollapse the plan+8 turns
03Turn 374 damage
Zayd
FortressZayd
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
74
04Turn 40 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
05Turn 5711 damage
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
466
Radiant Shinobi
Kung‑FuRadiant Shinobi
245
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 102,023 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,034
Commando Gerz
Final DelightCommando Gerz
775
Radiant Shinobi
Kung‑FuRadiant Shinobi
214