Ramp Light · Radiant Shinobi

Four cards. A shared purpose.

Advanced collectionElemental rampLight
CTier57.5% · 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 slotT4
    to buy

Codex of Luminous Spells

Light · Epic

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

Light Spirit

Light · Common

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

Ephial

Light · Legendary

  1. Astral TackleabilityKeep
  2. Planet HealabilityKeep
  3. toxKeep

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 openings360 Spamtons generated+5.3% Plan potential
T2

Stun

Light Spirit · Legendary

+3.9%
T4

Vampirism

Radiant Shinobi · Rare

+1.4%

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

Avoid for this deck

AoE · Berserk · Brutal · Graveyard · Waterheart · Shadowheart · Fireheart · Natureheart · Earthheart · Backlash · Erosion · Random shapeshifter · Revenge · Temporality · Avenger

Theoretical score9,433
Estimated elimination10.4 turns
Effective HP5,201
Healing2,100

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.
  • 2,100 healing in the simulation.

Watch points

  • Sensitive to Light resistance: -20% score, elimination in 14.6 turns against that profile.
  • No control recorded by the model.
  • 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: 10.4 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

F/W-Shield

Codex of Luminous Spells

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

Recommended

Cavalry

Light Spirit

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

Recommended

Cavalry

Ephial

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

Recommended
Adapt in the workshop

Why it works

Start the engine

Codex of Luminous Spells, Light Spirit 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 + Light Spirit have the strongest individual offensive profiles in this composition. The deck reaches 2,686 useful simulated damage, with elimination estimated at 10.4 turns. Check the curve to see when the investment pays off.

Protect the composition

Ephial provide support or control tools. The model estimates 5,201 effective HP and 2,100 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 112 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +1
Light Spirit
Radiant WhisperLight Spirit
12Light +1
02Turn 215 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +2
Light Spirit
Radiant WhisperLight Spirit
15Light +1
See the rest of the planCollapse the plan+8 turns
03Turn 320 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +3
Light Spirit
Radiant WhisperLight Spirit
20Light +1
04Turn 4110 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +4
Ephial
Astral TackleEphial
85
Light Spirit
Radiant WhisperLight Spirit
25Light +1
05Turn 5714 damage
Ephial
Planet HealEphial
+594
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +5
Radiant Shinobi
Yellow LightningRadiant Shinobi
560
Radiant Shinobi
Kung‑FuRadiant Shinobi
122
Light Spirit
Radiant WhisperLight Spirit
32Light +1
06Turn 639 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +6
Light Spirit
Radiant WhisperLight Spirit
39Light +1
07Turn 747 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +7
Light Spirit
Radiant WhisperLight Spirit
47Light +1
08Turn 8203 damage
Light Spirit
ScreenLight Spirit
Light +1
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +8
Ephial
Astral TackleEphial
147
Light Spirit
Radiant WhisperLight Spirit
56Light +1
09Turn 90 damage
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +9
10Turn 101,621 damage
Ephial
Planet HealEphial
+1,506
Codex of Luminous Spells
Luminescent ScriptCodex of Luminous Spells
Light +10
Radiant Shinobi
Yellow LightningRadiant Shinobi
1,553
Radiant Shinobi
Kung‑FuRadiant Shinobi
68