ASH MIRAGE : FROM ASHES THEY RISE



Pros & Cons
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|---|---|
| 1. Ash Mirage have a very balanced parameter (with a bit better value on speed), and will continues to have a balanced growth. This turns Ash Mirage to be very versatile in any battle conditions where mid mana card could be the optimal card. | 1. A 2 ranged damage is a bit too low for a 7 mana card. And the ranged damage increases will be gained rather late (at level 3 and level 10). This make Ash Mirage a rather low damage maker and will become very vulnerable from any ranged damage debuff brought by opponent. |
| 2. Headwinds is a quite rare debuff ability. And to have it on ranged card will provide advantage in certain battle conditions, for example with Going The Distance ruleset (where cards limited to ranged only). | |
*Reference for Archetype term : Striker --> Superior Damage / Tanker --> Superior Health / Ninja --> Superior Speed / Support --> A Lot Number of Abilities. |


Market Price Analysis




Progression Analysis



Rulesets To Be Watched
| Ruleset | Strategy |
|---|---|
![]() | Aim True have effect which grant 100% accuracy to any cards. But with 6 speed at max level, Ash Mirage already have better accuracy than the rest, and this ruleset have less impact to Ash Mirage. |
![]() | Ash Mirage is a ranged card to counter ranged card formation. With Going The Distance ruleset, this card will become a very effective key performer. |
![]() | Blast is frequently found on ranged card and magic card. Under Explosive Weaponry ruleset, not only Ash Mirage will reduce the potential effect of blast damage; but also it will cover itself from any incoming blast damage. |
![]() | With 6 speed clearly Ash Mirage will lost all the evasion and accuracy benefit under this ruleset. |


WATCH BATTLE
Here's one of my battle experience with Ash Mirage in my formation. https://splinterlands.com/?p=battle&id=sl_b17b277816e39a6f69831b5fd9dbbb50 for the battle link.

The battle has 33 mana cap, with Odd Ones Out ruleset, and Splinter faction limited to Fire, Death, and Dragon. For my formation, I used:
| Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
|---|---|---|---|---|---|---|---|---|
| Summoner | Tarsa | 4 | 4 | - | - | - | - | - |
| 1st Row | Radiated Scorcher | 3 | 1 | 2 | - | 2 | Melee | 1 |
| 2nd Row | Kobold Bruiser | 5 | 3 | 5 | - | 3 | Melee | 3 |
| 3rd Row | Tenyii Striker | 4 | 5 | 6 | - | 3 | Melee | 3 |
| 4th Row | Djinn Inferni | 1 | 7 | 4 | - | 3 | Magic | 3 |
| 5th Row | Blood Maker | 4 | 5 | 3 | - | 4 | Magic | 3 |
| 6th Row | Ash Mirage | 1 | 7 | 6 | - | 4 | Ranged | 2 |
My opponent formation:
| Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
|---|---|---|---|---|---|---|---|---|
| Summoner | Quix The Devious | 1 | 4 | - | - | - | - | - |
| 1st Row | Disintegrator | 3 | 7 | 6 | 3 | 1 | Melee | 2 |
| 2nd Row | Silent Sha-Vi | 3 | 5 | 5 | - | 4 | Melee | 3 |
| 3rd Row | Spirit Hoarder | 1 | 3 | 3 | - | 1 | Magic | 1 |
| 4th Row | Whelp Herder | 1 | 3 | 4 | - | 1 | Melee | 1 |
| 5th Row | Uraeus | 2 | 3 | 2 | 1 | 2 | Melee | 2 |
| 6th Row | Lira The Dark | 1 | 7 | 6 | - | 6 | Ranged | 2 |
Although I deploy Tarsa which bring health and melee damage buff, I decided to keep a balanced formation between melee, ranged, and magic. I go with a thinner Tanker line, consisting of Radiated Scorcher as cannon fodder followed by Kobold Bruiser. Tenyii Striker follow up in the 3rd row as a backup Tanker but mainly perform on its Sneak attack. The last 3 row filled with combination of magic card and ranged card. Djinn Inferni and Blood Maker both with their 3 damage should deal a crushing damage. Ash Mirage stood in the last row should provide support using Headwinds and also provide shield to the back-row.
In the other side, my opponent decided to use Quix The Devious with ranged damage and speed debuff. The front row filled with Disintegrator, a mediocre Tanker, but useful for its Demoralize. Silent Sha-Vi play similar roles to my Tenyii Striker. Spirit Hoarder is a very useful support with its Triage, in addition the 1 magic damage could proof useful to finish any remaining cards. The last 3 rows are filled with a combination of cards with ambush attacks. Lira The Dark is one to watch over, because she has Opportunity and 6 speed; a good combination to deal an opening attack.

My formation affected by both melee and ranged damage debuff which left with inferior damage output, but luckily it's still sufficient to make the assault. Lira and Tenyii open the round to strike from both end, but no significant damage was dealt. The attack strike are countered by Tenyii, Djinn, and Blood Maker; all divert their strike into different targets. Radiated Scorcher managed to withstand Spirit Hoarder attack, which allow it to block the follow up attack from Disintegrator.

The 2nd round again started with Lira The Dark and Silent Sha-Vi strike into my back row, but both Blood Maker and Ash Mirage managed to survive. Both ranged cards make a counter attack but with minimum impact (due to their damage being debuffed). But Djinn Inferni make devastating blow right to end Disintegrator for good. Uraeus strike to score a kill on Ash Mirage. Tenyii Striker jump out into Lira The Dark, left her with 1 health remaining. The round is finalized with Kobold Bruiser score a kill on Silent Sha-Vi. The remaining card attack with minimum damage to barely chip 1 health.

Both formation exchanging blow one against another with Blood Maker taken down in exchange for Spirit Hoarder. But the tide quickly turn around with Tenyii Striker put a blow into Lira The Dark. Having a better initiative, Kobold Bruiser launched its 4 melee damage right into Whelp Herder. And there the round is ended.

At the start of the 4th round, the fate is already sealed for my opponent as Djinn Inferni cast spell to end Uraeus for good.


CONCLUSION
Did your strategy work? What will you try differently next time?
I think my strategy work pretty well because Ash Mirage with its 6 health (+1 from health buff) able to sustain incoming damage from Silent Sha-Vi up to 2nd round; which allows Blood Maker to survive into the 3rd round. The Headwinds ability bring minor impact since opponent only brought 1 ranged card, Lira The Dark.
Do you like ASH MIRAGE? Why or why not?
I pretty much like Ash Mirage due to its endurance from its 6 health. Headwinds also become vital asset which should diminish the opponent damage power. I look into a battle where Going The Distance ruleset is active, so we could see the wide impact of Headwinds.

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Very good post bro! Congratulations, that fire card is a pending task for me, I have a bcx of it but I need to raise it to at least level 4, its affliction is tremendously useful if we combine the +3 damage that it reaches at level 4, we are facing a strategic card.
Thanks for sharing! - @alokkumar121
