Kervik: The Legendary Rodent That Hits You and Then Heals You π

Image created in Canva
Today we dive into "Splinter of Water" with a card that is the perfect blend of support and defense power, originally from the "Arcane Conclave" set rewards. Kervik is a rodent-type warrior whose magic lies in his dual abilities: he is an assassin with melee attacks who operates from the shadows, and at the same time, he is the most unexpected vital support for your tank. This combination is what caught my attention the most.
With an incredibly low mana cost (only 4), it is an affordable legend that offers enormous strategic value, serving as both an offensive and defensive unit. However, it is essential to reach its full potential, and here I will tell you why you should have it in your deck.

Visual Appearance: Unstoppable Agility

Kervik is a legendary rodent, and his appearance is that of a daring sea adventurer, breaking with the typical aesthetic we are used to seeing in the "Water Splinter." His attire evokes that of a pirate or sea raider, which I believe is why he is in the water element, as his physical characteristics are those of a typical pirate.
Our rodent wears a dark brown long-sleeved shirt or jacket and adventurer-style pants, and has a wooden leg. In addition to his outfit, he is seen carrying a small explorer's backpack and some gold coins floating near him, a clear nod to his constant search for treasure in the vast ecosystem of the seas along "Praetoria."
His facial features are striking, his smile is marked by teeth that appear to be made of gold, he is a rodent with "Blin Blin" haha, In addition, as his main weapon, he wields a giant sword with engraved details on the blade that also appear to be made of gold, as it has golden edges and a dynamic pose, in an acrobatic leap, ready to attack stealthily, making him a bold and dangerously charming figure on the battlefield.

Statistics and Abilities: The Balance Between Damage and Support

Kervik, belonging to the "Bloodline" (Rodentian), stands out because, despite her low mana cost, she has a formidable attack and abilities that scale beautifully to make her a complete support unit.
In short: Kervik is a low Mana (4) Legendary card designed to attack the rear guard while supporting the team. In my opinion, all it would take is a speed "bonus" to make him a lethal assassin.
| Statistics | Level 1 | Level 2 | Level 3 | Level 4 (Maximum) | What It Means |
|---|---|---|---|---|---|
| Cost of Mana | 4 | 4 | 4 | 4 | Incredibly low for a Legendary card! It can be used in almost any battle. |
| Physical Attack | 3 | 4 | 5 | 5 | The damage increases rapidly, ideal for a card with Sneak. |
| Shield | 0 | 0 | 0 | 0 | He has no armor, relying instead on his speed and stealth. |
| Life | 4 | 4 | 4 | 4 | Low life, needs the protection of Camouflage, and it fits like a glove. |
| Speed | 2 | 2 | 2 | 2 | Average speed, but his skills give him evasion, which is crucial for defense. |
Sneak (Level 1): Attack the last monster on the enemy team, putting direct pressure on archers or supports who feel safe in the rear, as they are the cards that are usually placed at the end of the lineup to protect them.
Camouflage (Level 2): This is the art of being invisible, technically because this ability is Kervik's protection. This is because "Camouflage" ensures that he cannot be targeted by direct attacks unless he is in the front position, which makes his low health (4) a minor concern, allowing him to operate safely from the back line of attack. In fact, the recommendation is to always place him in the last position.
Expose (Level 3): This is one of the most powerful rules of this card, since "Expose" has an 80% chance of removing abilities such as (Forcefield, Lookout, Deflect, Shield, Void, Void armor, Cleanse, and Immunity). In fact, after a successful attack, the first ability it removes is Immunity, but the fact that we have the chance to remove them is already quite useful.
Tank Heal (Level 4 Max): Heals a portion of the monster's health in the first position, transforming it from a fierce attacker into an indispensable healer, making it an essential "Support" in whatever combination or strategy you employ.
Without a doubt, this card offers both support and defense. What's more, for a cost of only 4 mana, you get a unit that performs multiple roles exceptionally well. Its "Camouflage" ability is the key to its survival, as it can only be attacked directly when it is in the front position of your formation. This gives it the time it needs to do its job: defeating the enemy's rear line with its stealth damage and healing your tanks on the front line, keeping the balance of the battle in your favor. This combination and all its features are what made me want to talk about it.

Best and Worst Rules

For Kervik to show his true potential, we need battles that utilize his low mana and dual ability.

Little League: Kervik absolutely shines here, as his cost of 4 mana is the limit. Being such a powerful and versatile legendary card for only 4 mana is a huge advantage in this type of battle.
Melee Mayhem: This rule allows Kervik to attack from any position. Combined with "Camouflage," he can deal his 5 damage points from the safety of the rear.
Blood Moon: Although this is a temporary rule, it can work very well, as all units gain "Bloodlust" at the start of the battle. In addition, Kervik, with his Sneak ability, has a high chance of securing the kill in the enemy rear, and every time he defeats someone, he gains +1 to all his attributes (Attack, Health, etc.). This allows Kervik, with only 4 base health points, to quickly scale up and become a massive threat, compensating for his low initial durability.

Healed Out: This is Kervik's archenemy, as she nullifies his "Tank Heal" ability, removing his life support capability at Level 4.
Briar Patch: This rule is very detrimental to our rodent, as I think that even if you help her with a shield, it wouldn't be enough due to her low health. Attacking a unit with "Thorns" means that she can be eliminated in just two successful attacks, and since her "Tank Heal" only heals the ally in the first position, she cannot heal herself from this reflected damage.
Noxious Fumes: As in the previous rule, Noxious Fumes is one of our rodent's worst enemies, given that Kervik only has 4 health points, the poison will kill him quickly in two turns, before he can heal or do enough damage to be useful on the battlefield.

Conclusion

Kervik is a truly incredible card, representing the new generation of reward cards from "Arcane Conclave." Its value lies in its tactical versatility and mana efficiency. It is a low-cost card that manages to be a rear-guard attacker (Sneak), destroy defenses with (Expose), and act as a healing hero for the tank (Tank Heal).
So, if you want a versatile card that can literally do everything on the battlefield, you need to have "Kervik" in your deck.
With nothing further to add, until next time, "Splinterlords."


I invite everyone to join Splinterlands, the best game based on chains of blocks, full of adventures, battles, and strategies where you will have fun and get rewards according to your league


Join the official Spanish community here Discord