Midrange Earth / Light · Radiant Shinobi

Four cards. A shared purpose.

Advanced collectionMidrangeEarthLight
CTier62.3% · 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 slot
    to buy

Zayd

Earth · Legendary

  1. World's EndabilityKeep
  2. FortressabilityKeep
  3. toxKeep

Commando Gerz

Earth · Rare

  1. CigarillosabilityKeep
  2. Final DelightabilityKeep
  3. toxKeep

Golden Boar

Earth · Common

  1. Earth ShakerabilityKeep
  2. toxKeep
  3. Free slotT2
    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 openings166 Spamtons generated+2.4% Plan potential
T2

Stun

Golden Boar · Legendary

+2.4%

Expected value of a random purchase, before → after this plan: +0.4% → +0.4%

Avoid for this deck

Bomba

Theoretical score9,718
Estimated elimination10.7 turns
Effective HP7,305
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

  • 2 cards with active generation.
  • No elemental resistance costs it more than 5% of its score.

Watch points

  • No healing in the simulation.
  • 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 Earth / Light axes.
  3. 03Simulated damage peak: turn 10.
  4. 04Estimated elimination: 10.7 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

Shared Shield

Zayd

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

Recommended

Soul Vitality

Commando Gerz

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

Recommended

Soul Vitality

Golden Boar

Whenever a card on the field dies, this card's HP and max HP increase by (+300)

Recommended
Adapt in the workshop

Why it works

Start the engine

Commando Gerz, Golden Boar feed the composition with bonuses. The main axes are Earth / Light. Each bonus point increases damage and healing in its element by 10% in the model.

Convert your bonuses

Radiant Shinobi + Golden Boar have the strongest individual offensive profiles in this composition. The deck reaches 2,625 useful simulated damage, with elimination estimated at 10.7 turns. Check the curve to see when the investment pays off.

Protect the composition

Zayd provide support or control tools. The model estimates 7,305 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 1Abilities on cooldown.

Abilities on cooldown.

02Turn 273 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
73Earth +2
See the rest of the planCollapse the plan+8 turns
03Turn 30 damage
Zayd
FortressZayd
04Turn 4100 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
100Earth +2
05Turn 5673 damage
Radiant Shinobi
Kung‑FuRadiant Shinobi
344
Radiant Shinobi
Yellow LightningRadiant Shinobi
329
06Turn 6127 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Zayd
FortressZayd
Golden Boar
Earth ShakerGolden Boar
127Earth +2
07Turn 7Abilities on cooldown.

Abilities on cooldown.

08Turn 8155 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Golden Boar
Earth ShakerGolden Boar
155Earth +2
09Turn 9Abilities on cooldown.

Abilities on cooldown.

10Turn 101,947 damage
Commando Gerz
CigarillosCommando Gerz
Earth +3 · Light +3
Commando Gerz
Final DelightCommando Gerz
716
Radiant Shinobi
Kung‑FuRadiant Shinobi
650
Radiant Shinobi
Yellow LightningRadiant Shinobi
399
Golden Boar
Earth ShakerGolden Boar
182Earth +2