Meta deck
Arrow Rain · Melody of Divinities
Hatchlings of Midas · Codex of Luminous Spells · Flower of Life · Melody of Divinities
Its cards
Hatchlings of MidasS tier according to players from the top of the ladder
Light500 HP
Codex of Luminous SpellsS tier according to players from the top of the ladder
Light1,000 HP
Flower of LifeS tier according to players from the top of the ladder
Light600 HP
Melody of DivinitiesA tier according to players from the top of the ladder
Light550 HP
Who does what
- Melody of Divinities
- Carries the fight
- Hatchlings of Midas
- Supports the team
- Codex of Luminous Spells
- Brings in Spamtons
- Flower of Life
- Supports the team
The role of each card, calculated from the game’s data: what it does best in ten turns. Tox bought and talents are not counted. calculated
At a glance
Light×4
Recommended talents
- Melody of Divinities · One Man Army
- Each time another card on the field dies, the base damage and base healing of all this card's attacks increase by (+5).
- Hatchlings of Midas · Breath-8
- Gains the Elemental Breath attack at the start of turn 8
- Codex of Luminous Spells · F/W-Shield
- Fire resistance (+25%) Water resistance (+25%)
- Flower of Life · Shared Shield
- Increases the elemental resistances of all allied cards by (+10%).
Tox to buy first
- 1. Brutal
- 2. Poison
- 3. AoE
- 4. Multiplier
How to play it
A Light deck that bets everything on a single attack: Celestial Arrows, from Melody of Divinities. She fires 18 arrows of 3 Light, each at a random enemy card. One arrow alone does almost nothing, so the deck spends the game making all of them stronger, until one volley is enough to sweep the enemy team.
Melody of Divinities fires Celestial Arrows every two turns, with a 25% critical chance per arrow. Her other attack, Divine Judgment, drops the opponent’s Spamtons to 0, but only comes back every 10 turns: its slot is better used for a Tox. With the One Man Army talent, each card that dies on the field adds 5 to the base damage of her attacks, so 90 more per volley. It is a bonus for a game already going well, not the heart of the plan: the deck works without its talents too.
Hatchlings of Midas make her stronger. Quintet adds 2 to the base damage and healing values of the chosen card: on Melody, that is 2 more for each of the 18 arrows. Chirp-chirp-chirp heals four times for 10 and adds 3 Light points. Both come back every two turns. With the Breath-8 talent, the Hatchlings gain Elemental Breath on turn 8, an attack of 30 in their element.
Codex of Luminous Spells and Flower of Life supply the Light. Luminescent Script, cast every turn, adds Light points, and its base value grows by 1 with each cast. The Codex starts with Immunity, which shields it from the effects of enemy cards, and its F/W-Shield talent gives it 25% resistance to Fire and Water. Flower of Life hits for 10 with Radiant Whisper, which also adds 1 Light point, and Floral Barrier gives her Taunt every turn: she draws the hits while Melody, the most fragile at 550 HP, prepares her volleys. Her Shared Shield talent adds 10% resistance in every element to all your cards.
For Tox, Brutal first, on Melody: her arrows then go through resistances, shields and Taunts, and destroy enemy shields and Taunts. It is the answer to decks that stall behind their resistances. Poison next: every turn for 3 turns, it takes 1% of the max HP of the card hit, and 18 arrows spread it everywhere, which wears down decks that heal. AoE makes each hit also strike the target’s neighbours, for 20% of the damage, and Multiplier doubles the effect of all the Light gathered on her damage.
The deck does not choose its targets: the arrows land at random, so it can neither finish off a given card nor take out the most dangerous one first. It also fears area damage, which reaches Melody and her 550 HP despite Flower of Life’s Taunt. Melody of Divinities is legendary and the Codex epic; the two other cards are common.