SPLINTERLANDS - TRYING 3 NEW WATER CARDS FROM CHAOS LEGION

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Hello SPLINTERLANDS lovers, how are you? I hope so.

It has been a long wait, long awaited, with a lot of anxiety and many doubts, but finally we were graced with the Chaos Legion Pack and the consequent revelation of the cards that compose it.

In the last few days the Splinterlands community was fervent with the release of Chaos, there were many new cards, many combinations and teams that before were almost unbeatable now became obsolete.

Therefore, in the face of several new cards and possible combinations of teams, which came to confront teams and ways of playing that were already consolidated, it will still take some time for me to get familiar with all the new cards in the package, especially the starter cards.

In order to treat a little bit about the incredible changes that the pack made to splinterlands gameplay I will treat, in this post, about some of the water element starter cards.

We will talk specifically and in detail about three new cards, their status, their abilities, and about their effect on battles.

And here we go.

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One point that caught my attention in the Splinterlands changes was the fact that currently there is no longer any water champion, at least among the starters, that increases the magic damage, having been removed the Alric Stormbriger that is only available on the market

This change, as I see it, has two goals, the first being to boost the card rental market and the second, in a way, to weaken the water teams that have been heavily used in the bronze league.

On the other hand, with the Chaos Legion Pack, Kelya Frendul was added as a summoner starter for the water element, let's see:

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Its mana cost (4) is higher than the average of other summoners, but the benefits it grants the cards are greater, in this case +1 speed and +1 armor. This is a very useful summoner when you want to assemble a more resistant team, either by the speed granted, which will make the opponent miss his attacks, or by the additional point of armor.

Continuing the analysis of the new water element cards, we will deal specifically with two of them:

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For me one of the great weaknesses that water element teams had was the lack of a powerful tanker, at least within the starter cards, to withstand the opponent's attacks.

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To solve this problem we now have DiemonShark, a powerful tanker with 7 life points and 6 armor points, which makes him quite resistant, even when used in conjunction with the well-known Venari Wavesmith that adds 2 more armor points.

In addition DiemonShark has 4 speed points, which can be considered high, and 2 attack points, which is average, but considering the other status points it is a very valuable card even with a mana cost of 8.

The card also has the standard Trample ability, through which DiemonShark, when it hits and kills a target, performs a new attack on another monster of the opposing team.

In other words, by attacking and defeating the opposing creature DiemonShark will perform a new attack on the next card.

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Another very interesting card that was made available with Chaos Legion, including being a starter card, is DeepLurker.

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It is not specifically a powerful tank, but a creature with the ability to do considerable damage to your opponent's cards.

DeepLurker has 6 life points, which makes it a strong creature, but not a tank, without armor, but with 2 speed points and powerful 3 melee attack points.

But the great thing about DeepLurker, and what makes it a very strong card, is its standard "opportunity" ability.

Through which DeepLurker it is able to attack from any position and will target the opposing creature with the least amount of life.

This ability causes DeepLurker to "hunt" the opposing cards with the least life, which are often support, heal, or even damage cards (like Fire Elemental)


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Let's now try these three cards in battle:

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I put together a team with the 3 cards above and chose to make a team consisting entirely of water monsters. The team was certainly very resistant, since most of the cards had a high amount of life, but especially because of the armor granted by the summoner and the Venari Wavesmith.

However, to my chagrin, my opponent's team was composed of magic damage, so the armor would be indifferent.

But surprisingly my team turned out to be very powerful and defeated, easily and still in the first round, the opponent's tank, let's see how the second round began:

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So, by the sum of the possible magic damage of the opposing cards in this round (7) I noticed that the Flyng Squid, which was now in the first position, would resist this round without being defeated because it has 8 life.

And what indeed happened, let's look at the beginning of the third round:

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There was not much left for my opponent to do and victory was assured.

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I believed that the battle, at the beginning, would be a little more complicated for my team, however, already during the first round I noticed a total superiority of my cards, which would certainly lead to a victory

The summoner's additional armor and speed, although the opposing team was composed of magic damage, completely nullified his Xenith Archer that did nothing and, added with his Failed Summoner, being that I only had one card with magic damage, proved to be a great disadvantage for him.

I have no doubt that the three cards dealt with here are excellent and can certainly be adapted to different types of games, and they are very powerful, but for me DeepLurker is an incredible card, with a lot of damage and that will make a lot of difference, being currently one of my favorites.

I hope you enjoyed this post and thanks for reading.

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If you haven't started playing Splinterlands yet click on the link (https://splinterlands.com?ref=bernardinetti) and get started now

#splinterlands #play2earn

All the pictures (screenshots game) were taken by me
The images used in this post were made by me
Translated with the help of www.deepl.com



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14 comments
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I used the Diemonshark before but it seems a bit weak and the trample ability doesn't deploy as often as I would like to see. Kelya Frendul is a great new card.

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I don't usually use the water team much, but it was an amazing battle, I am relearning in the face of so many changes.

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I played earth and death for the most times but with the new cards I play water more often now.

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the earth team of spells is now really strong, I always liked earth before, but it was because of mylor.... now it has changed well

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Yeah, I played Mylor a lot. In combination with Kron it was a bang.

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Wow, amazing combination, very powerful.

I also like to use the Minotaur Warlord in conjunction with the Oaken Behemoth, but the mana cost is already very high.

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