Diamond III Ranked Chest Rewards and Cards Analysis

Hello Splinterlands Lover, how was your life today? Hope you fine and always in a good condition so we can play Splinterlands together. In this moment, I wanna tell you that today is a great day because I have just reached "DIAMOND III" in Wild Ranked Mode which I never reach it before. I'm surprised I get some Chest Rewards. Really!! I don't know I get many rewards by leveling up in Diamond Ranked, so I have to say thank to the Universe for the rewards.

There are three varians of chests, one varian color is brown and the others are blue and yellow. The total of chest I get is eighteen chests consist of ten brown chests, seven blue chests, and a yellow chest.

I'm surprised getting some chests and I hope getting some good cards inside. As my curiosity then I open slowly one chest by one chest, and this is what I get:

I got seven merits chests, four alchemy potion charges chests, a legendary potion charge chest, and six cards chests. So much merits I got, when we add up, the amount of merits in seven chests is 2.066 merits. The cards I get is six cards, I don't know that it is a good rewards or not but I get four common cards, two rare cards but with no legendary card. More detail, here is the information of cards:

Chaos Adjutant

Story of Chaos Adjutant:

Adjutants of the Chaos Empire serve on the command and staff of battalions, legions, and kalamenties. They are tasked with assisting the commander with administrative tasks—particularly manning and personnel resources. And with more and more conscripts deserting—and more and more legionnaires falling to the blades of rebels—these adjutants have their hands full keeping their commands filled with fresh meat for the grinder.

Analysis:

At max level, Chaos Adjutant has two magic attack which makes him has powerfull attack. To summon we need five mana, such as most of magic he doesn't have armor. But he has eight health and two speed, equipped by three ability: scattershot, snare and poison.

Scattershot: Magic and ranged attacks target a random enemy unit. Snare: 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying. Poison: 50% chance to apply Poisoned after a successful attack. Poisoned units lose 2 health at the beginning of each round.

Blackmoor Wild Elf

Story of Blackmoor Wild Elf:

The wild elves of Blackmoor Basin are a reclusive and insular lot, preferring the company of fey and beasts over that of the more “civilized” splinters. But with the legions of Chaos encroaching on their borders and the dragons of Mount Redwyrm circling above, isolationism may no longer be an option.

Analysis:

At max level, Blckmoor Wild Elf has two attack, two armor, six health, and three speed. By using magic attack makes her more powerfull. She has camouflage, amplify, and cripple abilities.

Camouflage: Cannot be directly targeted unless in the first position. Does not affect indirect attacks (e.g. Scattershot, Blast splash damage, or Trample) or Wingbreak. Amplify: Increases damage of Retaliate, Corrosive Ward, Deflect, Return Fire, and Thorns for all friendly units by 1. Does not stack. Cripple: -1 to target's max health after each successful attack. Does not affect units with Immunity.

Halaran Huntress

Story of Halaran Huntress:

Few dare to brave the harsh, inhospitable landscape of the Wild Northeast’s Sea of Karsts. It is filled with treacherous limestone towers and unstable sinkholes. Here, too, dwells the Halara Venue, a flock of fiercely territorial harpies who are just as dangerous as the terrain. When faced with interlopers, these harpies will rouse the colonies of giant bats that roost in karst’s underground caves. Then, from the confusion of the bats’ flight, they throw stone flechettes or conduct high-speed attack dives known as stoops. If the trespassers are airborne, the harpies of the Halara Venue use nets and spells to ensnare them and send them plummeting to the ground in a shattering of bones.

Analysis: At max level, she need four mana to summon, she has four melee attack, seven health with no armor, and four speed. The ability: flying, charge and snare.

Flying: +25% chance to evade physical attacks. No effect if the attacker also has Flying. Immune to Earthquake. Charge: Can use melee attacks from any position. Snare: 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying.

Giant Alpine Skink

Story of Giant Alpine Skink:

Alpine skink are mostly found in the pine forests of the Northern Highlands and up to the alpine zone of the adjacent Agniavas. These enormous lizards grow to over six meters in length and have a thick, armored hide and preternatural agility. They make their dens in rocky cracks and crags and emerge to feed on plants, mountain goats, and other beasts… as well as the occasional adventurer who wanders too close.

Analysis:

At Max level, he has four attack, three armor, nine health and five speed. To summon, we need eight manacost. He has three abilities, those are: shield, phase and stun.

Shield: 50% less damage (rounded up) from physical attacks or 0 damage from physical attacks of 1 power. Phase: Magic attacks have the same chance to miss as physical attacks. Stun: 50% chance to apply Stunned for one round after a successful attack. Stunned units skip their turn and cannot Retaliate.

Ujurak Elder

Story of Ujurak Elder:

Many elders of Panopia’s Ujurak Tribe have joined Prophet Rosa as she sets forth on a pilgrimage that will take them from the plains of the Northeast Coastal Steppes to deep into the Drybone Badlands. While they may very well pay the ultimate price by journey’s end, a chance to end the Chaos Empire and free the tribes of Panopia is worth the cost.

Analysis: At max level, even though it has only one attack but the attack is magic which make it more powerfull. Need three manacost to summon, has three health and three speed. It has four abilities: camouflage, divine shield, strengthen, and swiftness.

Camouflage: Cannot be directly targeted unless in the first position. Does not affect indirect attacks (e.g. Scattershot, Blast splash damage, or Trample) or Wingbreak. Divine shield: Ignores all damage once, after which the Divine Shield is destroyed. Strengthen: +1 max health to all allied units. Swiftness: +1 speed to all allied units.

Janni Rebel

Story of Janni Rebel:

Life djinn native to the Plane of Life, the jann of Praetoria value balance and strive to live in harmony with the world around them. With the Chaos Empire disrupting that balance and harmony, many of the jann have thrown their lot in with the Rifwatchers, leaving their homes in the Frigid Coasts and Northwest Lowlands to wage irregular warfare against the empire, erode its will, and restore order to Praetoria.

Analysis: At max level, She has twelve health and three speed with three magic attack make her more powerfull. To summon, we need nine manacost. She has three abilities: Flank, inspire and divine shield.

Flank: When in the first position, the unit in the second position gains Reach. Inspire: +1 melee power to all allied units. Divine shield: Ignores all damage once, after which the Divine Shield is destroyed.

That's what I get today including doing cards analysis from chest rewards that I have just achieved Diamond III Ranked in Wild Mode. I still don't know that it is a good rewards or not, and what card should I do leveling up until maximum. I hope you help me by giving some comment. I need your comment because you are master in Splinterlands game, so you know well what card I should do leveling up by my limited budget.

At last I must say thank you for reading my article, Im not forgeting that I have to say: forgive me if there are some mistakes in my grammar because English is not my native language. Thank you very much, See you later and have a nice day.



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