Ramp Light / Earth · Radiant Shinobi

Four cards. A shared purpose.

IntermediateElemental rampLightEarth
CTier63.1% · 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 slotT4
    to buy

Light Spirit

Light · Common

  1. Radiant WhisperabilityKeep
  2. ScreenabilityKeep
  3. Free slotT2
    to buy

Codex of Luminous Spells

Light · Epic

  1. Luminescent ScriptabilityKeep
  2. toxKeep
  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 openings260 Spamtons generated+5.2% Plan potential
T2

Stun

Light Spirit · Legendary

+2.9%
T4

Vampirism

Radiant Shinobi · Epic

+2.3%

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

Avoid for this deck

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

Theoretical score9,771
Estimated elimination10 turns
Effective HP5,797
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

  • 3 cards with active generation.
  • Estimated elimination in 10 turns.
  • No elemental resistance costs it more than 5% of its score.

Watch points

  • No healing in the simulation.
  • No control recorded by the model.

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

Cavalry

Light Spirit

Increases the max HP of all other allied cards by (+150)

Recommended

F/W-Shield

Codex of Luminous Spells

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

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Light Spirit, Codex of Luminous Spells 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 5,797 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 115 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +1
Light Spirit
Radiant WhisperLight Spirit
15Light +1
02Turn 223 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +2
Light Spirit
Radiant WhisperLight Spirit
23Light +1
See the rest of the planCollapse the plan+8 turns
03Turn 328 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +3
Light Spirit
Radiant WhisperLight Spirit
28Light +1
04Turn 439 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +4
Light Spirit
Radiant WhisperLight Spirit
39Light +1
05Turn 51,116 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +5
Radiant Shinobi
Yellow LightningRadiant Shinobi
824
Radiant Shinobi
Kung‑FuRadiant Shinobi
245
Light Spirit
Radiant WhisperLight Spirit
47Light +1
06Turn 659 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +6
Light Spirit
Radiant WhisperLight Spirit
59Light +1
07Turn 70 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +7
08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +8
09Turn 90 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +9
10Turn 103,534 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +10
Radiant Shinobi
Yellow LightningRadiant Shinobi
2,205
Commando Gerz
Final DelightCommando Gerz
1,329