Midrange Light / Earth · Radiant Shinobi

Four cards. A shared purpose.

IntermediateMidrangeLightEarth
CTier60.4% · 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.

Commando Gerz

Earth · Rare

  1. CigarillosabilityKeep
  2. Final DelightabilityKeep
  3. toxKeep

Radiant Shinobi

Light · Rare

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

Light Spirit

Light · Common

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

Green Guardian

Light · Rare

  1. RadianceabilityKeep
  2. Multi HealabilityKeep
  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+2.9% Plan potential
T2

Stun

Light Spirit · Legendary

+2.9%

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

Avoid for this deck

Berserk · Bomba · Waterheart · Shadowheart · Fireheart · Natureheart · Earthheart · Backlash · Random shapeshifter · Multiplier · Poison · Revenge · Punching Bag · Temporality · Avenger

Theoretical score9,580
Estimated elimination10.8 turns
Effective HP4,641
Healing727

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.
  • 727 healing in the simulation.
  • Control effects contributing to the model’s score.

Watch points

  • Sensitive to Light resistance: -12% score, elimination in 12.9 turns against that profile.
  • Sensitive to Earth resistance: -6% score, elimination in 12.1 turns against that profile.
  • 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: 10.8 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

Multicolor

Radiant Shinobi

Gains (+1) in each element with every attack from this card

Recommended

Cavalry

Light Spirit

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

Recommended

AOE

Green Guardian

Start the game with the "AoE" passive.

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Light Spirit 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 + Green Guardian have the strongest individual offensive profiles in this composition. The deck reaches 2,592 useful simulated damage, with elimination estimated at 10.8 turns. Check the curve to see when the investment pays off.

Protect the composition

Green Guardian provide support or control tools. The model estimates 4,641 effective HP and 727 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 114 damage
Light Spirit
ScreenLight Spirit
Light +1
Light Spirit
Radiant WhisperLight Spirit
14Light +1
02Turn 219 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Light Spirit
Radiant WhisperLight Spirit
19Light +1
See the rest of the planCollapse the plan+8 turns
03Turn 322 damage
Light Spirit
ScreenLight Spirit
Light +1
Light Spirit
Radiant WhisperLight Spirit
22Light +1
04Turn 427 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Light Spirit
Radiant WhisperLight Spirit
27Light +1
05Turn 51,054 damage
Green Guardian
Multi HealGreen Guardian
+291
Light Spirit
ScreenLight Spirit
Light +1
Radiant Shinobi
Yellow LightningRadiant Shinobi
448
Green Guardian
RadianceGreen Guardian
331
Radiant Shinobi
Kung‑FuRadiant Shinobi
243
Light Spirit
Radiant WhisperLight Spirit
32Light +1
06Turn 637 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Light Spirit
ScreenLight Spirit
Light +1
Light Spirit
Radiant WhisperLight Spirit
37Light +1
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 80 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
09Turn 9Abilities on cooldown.

Abilities on cooldown.

10Turn 102,340 damage
Green Guardian
Multi HealGreen Guardian
+436
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
750
Radiant Shinobi
Yellow LightningRadiant Shinobi
689
Green Guardian
RadianceGreen Guardian
509
Radiant Shinobi
Kung‑FuRadiant Shinobi
392