- Yellow LightningabilityKeep
- Kung‑FuabilityKeep
- Free slotT4to buy
Ramp Light · Radiant Shinobi
Four cards. A shared purpose.
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.
- Luminescent ScriptabilityKeep
- toxKeep
- Free slotto buy
- Radiant WhisperabilityKeep
- ScreenabilityKeep
- Free slotT2to buy
- Astral TackleabilityKeep
- Planet HealabilityKeep
- 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.
Stun
Light Spirit · Legendary
Vampirism
Radiant Shinobi · Rare
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
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.
- Fragile deck-0.4%10 turns
- Tank deck-21.1%14.9 turns · weakness
- Resists Fire0%10.4 turns
- Resists Water0%10.4 turns
- Resists Earth0%10.5 turns
- Resists Nature0%10.4 turns
- Resists Shadow0%10.4 turns
- Resists Light-19.8%14.6 turns · weakness
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
- 01Set up opening bonuses and talents.
- 02Fuel the Light axes.
- 03Simulated damage peak: turn 10.
- 04Estimated elimination: 10.4 turns.
Model ranking
0% = average random deck. 100% = best deck found. This score is not a win rate.
Understanding the scoresTalents
Crit Sphere
Radiant ShinobiIncreases this card's critical chance by (+2%) each turn
RecommendedF/W-Shield
Codex of Luminous SpellsFire resistance (+25%) Water resistance (+25%)
RecommendedCavalry
Light SpiritIncreases the max HP of all other allied cards by (+150)
RecommendedCavalry
EphialIncreases the max HP of all other allied cards by (+150)
RecommendedWhy 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.