Ramp Light · Radiant Shinobi

Four cards. A shared purpose.

Advanced collectionElemental rampLight
CTier61.4% · 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

Codex of Luminous Spells

Light · Epic

  1. Luminescent ScriptabilityKeep
  2. toxKeep
  3. Free slot
    to buy

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 openings245 Spamtons generated+1.9% Plan potential
T2

Stun

Radiant Shinobi · Legendary

+1.9%

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

Avoid for this deck

AoE · Bomba · Brutal · Graveyard · Waterheart · Shadowheart · Fireheart · Lightheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Mimicry · Multiplier · Poison · Reset · Revenge · Punching Bag · Temporality · Avenger

Theoretical score9,652
Estimated elimination10.8 turns
Effective HP4,395
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

  • 1 card with active generation.
  • Control effects contributing to the model’s score.

Watch points

  • Sensitive to Light resistance: -8% score, elimination in 12.3 turns against that profile.
  • 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 axes.
  3. 03Simulated damage peak: turn 10.
  4. 04Estimated elimination: 10.8 turns.

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

Shared Shield

Zayd

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

Recommended

F/W-Shield

Codex of Luminous Spells

Fire resistance (+25%) Water resistance (+25%)

Recommended

Light Heart

Pyrokinetic Sorceress

Start the game with the "Lightheart" passive

Recommended
Adapt in the workshop

Why it works

Start the engine

Codex of Luminous Spells feed the composition with bonuses. The main axes are Light. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Radiant Shinobi + Zayd have the strongest individual offensive profiles in this composition. The deck reaches 2,588 useful simulated damage, with elimination estimated at 10.8 turns. Check the curve to see when the investment pays off.

Protect the composition

Zayd provide support or control tools. The model estimates 4,395 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
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +1
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
02Turn 20 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +2
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
See the rest of the planCollapse the plan+8 turns
03Turn 366 damage
Zayd
FortressZayd
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +3
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
66
04Turn 40 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +4
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
05Turn 5590 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +5
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
460
Radiant Shinobi
Kung‑FuRadiant Shinobi
130
06Turn 6125 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +6
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
125
07Turn 70 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +7
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
08Turn 80 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +8
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
09Turn 9205 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +9
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Pyrokinetic Sorceress
Enchanted FlamePyrokinetic Sorceress
205
10Turn 101,476 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +10
Pyrokinetic Sorceress
Solid VeilPyrokinetic Sorceress
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,325
Radiant Shinobi
Kung‑FuRadiant Shinobi
151