TIME MEDDLER : THE LAST DEFENDER OF RUNIC

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(Edited)

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Among the Temporal Master, only those with warlike mentality might hold the clockwork amulet. Its a mystic amulet made from the combined power of rune and technology, of which grant the holder the most of time-essence magic. It's a protective runic which could save a hundred, maybe a thousand. To hold it is to hold a great responsibility for the safety of the time magician regiment. But the greatest power of Time Meddler does not come from the clockwork amulet, but instead it is the respect from the Temporal Master followers which saw their champion put his life behind the rest.

Time Meddler is a very uncommon magic card of its kind. Whereas other magic cards tend to be more toward `Support` roles (characterized with low health but powerful `Support` abilities); Time Meddler profile is built upon high health, huge 4 armor, and most importantly a Dodge ability. This will make Time Meddler the only magic card, powerful to man the front-row. In this episode we will take a deeper look of how Time Meddler could fit in the formation.

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Pros & Cons

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1. Time Meddler is a magic card with pure Tanker roles, which emboldened even more with progressing level. This give a Time Meddler a flexible roles as either Tanker or damage dealer. Huge health and chunk of armor make the prominent profile of this card.1. Time Meddler have stagnant traits as magic cards. Magic damage gained no additional growth, which make this card inferior compared to other magic cards with equal mana cost.
2. Mediocre speed and Dodge abilities give this card enough trouble for opponent cards with low accuracy.
*Reference for Archetype term : Striker --> Superior Damage / Tanker --> Superior Health / Ninja --> Superior Speed / Support --> A Lot Number of Abilities.

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Market Price Analysis

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The card's price for both regular and gold foil have been running sideways. Regular price fluctuating in narrow gap between $0.1 to $0.15. Only in the past weeks, it maintained the price at $0.14 to $0.15. We can clearly see there are several point where the cards have jumped up to $0.30. This jump seemed to caused by low offering in the market.

Gold foil fluctuates more in the range between $1.00 to $2.00. There also several jump in price which is clearly caused by the low offering in the market again. The current lowest price stood at $7.84, but the lowest price / bcx contrastly still stood ad $1.90. Considering this is a Normal type card; the total price needed to reached max level for both cards almost show no difference at all ($60 for regular foil and $76 for gold foil). So its better to purchase gold foil than regular foil with all of its benefit.

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Progression Analysis

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The progression of Time Meddler is first started with +1 speed. Its nice addition to boost its evasion and gained earlier act order. The progression is then followed with +1 health, +1 armor, and an additional +1 health; all solidifies the Tanker nature of Time Meddler.

Entering Level 6, the progression now shift into new abilities, Return Fire, which come with a drawbacks on health. Although Thorns might be a better ability if this cards stood in the front row; the addition of Return Fire seemed to provide a contingencies roles. Time Meddler will now have more suitable roles as secondary Tanker standing in the 2nd row. In this position, in addition being a backup card, Time Meddler could turn into a shield against incoming ranged attack targeting with either Snipe or Scattershot.

The progression then continues to solidified the health up until Level 9. And the max level are finalized by granting new abilities, Thorns, just as I've predicted. Thorns might come a little bit late, but it very strong and powerful addition, considering Time Meddler now ready to absorb more damage with 10 health.

So its clear through this progression that Time Meddler grow to become a superior Tanker card.

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Rulesets To Be Watched

RulesetStrategy
image.pngUnprotected will strip any armor from Time Meddler. It will be a big loss and put Time Meddler in a big disadvantage.
image.pngMagic attack will downplay the armor and Dodge of Time Meddler. Only under Lost Magic that Time Meddler will gain the best benefit of its profile (especially since it will gains Return Fire and Thorns at later level).
image.pngEventhough Time Meddler doesn't possess certain protection against poison effect; it has 6 health at starting level which later grow to 10 health. It's a bulk of health enough to sustain any poison damage (taking into account that no magic damage sustained).

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WATCH BATTLE

Here's one of my battle experience with Time Meddler in my formation. https://splinterlands.com/?p=battle&id=sl_a22ab6462ccf10014afde521f9d12376 for the battle link.

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The battle has 43 mana cap, with Weak Magic ruleset, and all Splinter faction are opened. For my formation, I used:

PositionCard NameLevelMana
SummonerGeneral Sloan44
1st RowShieldbearer18
2nd RowTime Meddler18
3rd RowDjinn Renova37
4th RowXenith Archer42
5th RowPelacor Arbalest46
6th RowPrismologist18

My opponent formation:

PositionCard NameLevelMana
SummonerPossibilus The Wise16
1st RowDiemonshark18
2nd RowCoastal Sentry110
3rd RowVenari Marksrat13
4th RowDeeplurker16
5th RowMerdaali Guardian13
6th RowSwamp Spitter17

When the mana cap is set beyond 40 mana, I usually decided to put a full formation with powerful Tanker to mount the front row. Its been sometimes since I used Shieldbearer and its Taunt ability. I choose it as protection against my weaker ranged cards in the back row. Time Meddler was my most suitable choice to fill the 2nd row. It shall be a secondary Tanker and in the meantime will strike with its magic damage. Djinn Renova is another favorite card from Life Splinter. I think 3 magic damage with Strengthen is powerful boost to the entire formation. The last 3 rows are filled wit high damage ranged cards. Prismologist with Blast ability will deal 2 blast damage each attack. In addition it has 2 armor which should block any Sneak attack.

My opponent decided to bring Possibilus The Wise. Its a very powerful summoner for its +2 health buff, and most importantly Reach ability could maximize the use of high damage melee cards with no target altering abilities (for example in this battle itself). Diemonshark for the front row is the typical card for Water Splinter. A total of 7 health plus 6 armor is huge. But care must be taken as it vulnerable to magic damage. Coastal Sentry could be considered the most powerful melee card from Water Splinter. And having Reach means, this card could strike freely while Diemonshark stood still. Venari Marksrat is trap placed against attack using Opportunity or Snipe. Deeplurker is another typical damage dealer commonly used in Water Splinter. The final 2 row consist of cards with Heal and Repair; a great strategy to keep Diemonshark alive, while Coastal Sentry raining down attack.

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The only thing I missed here is the Weak Magic ruleset, which means its pointless for me to bring 2 magic cards all together. The battle are opened up both damage dealer throwing strike into each other Tanker. I think I'm fortunate enough to have all my strike hit into Diemonshark. And finally Diemonshark score the final blow into Diemonshark (exactly before Merdaali and Swamp Spitter cast their Heal and Repair). On my side, Shieldbearer also bear punishing damage from both Deeplurker and Coastal Sentry, and still taking minor damage from Swamp Spitter and Venari Marksrat. But its lucky enough to survive right into its final health.

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Speed become a winning factor in this battle. The 2nd round was open by Djinn Renova and Pelacor Arbalest; both dealing a total 9 damage which eliminated Coastal Sentry. The tide start to turn to my side with my opponent lost their two ace cards. Xenith Archer follow with 2 damage against Venari Marsrat. Deeplurker score a kill into Shieldbearer and run Trample down into Time Meddler, only to miss. The round end with Venari Marksrat gone and granting a boost into Deeplurker.

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Deeplurker might be a threat with its 4 melee damage, but there's a long way to go with no other cards to support its attack. Before long, my formation already sequentially strike down into Deeplurker and then Merdaali Guardian.

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By the start of 4th round, there's no chance for my opponent to survive as Swamp Spitter left into target dummy for my formation.

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CONCLUSION

Did your strategy work? What will you try differently next time?

I think my formation run quite well, even though there's a bit of luck come into play. If Diemonshark was not destroyed on the first round, there's a chance Coastal Sentry will survive into 3rd round. This could put my formation in dangerous position, although if Time Meddler fall down, there's still Djinn Renova ready to step up with 7 health.

Do you like TIME MEDDLER? Why or why not?

Time Meddler did his role perfectly as secondary Tanker and as magic card. When Deeplurker launched its Trample into Time Meddler, he managed to dodge it. And Time Lurker have plenty health to sustain incoming damage from Deeplurker. But in my opinion, considering the card cost 8 mana, I believe its better to use it on battle with mana cap beyond 40, so there's always enough mana left to balance the remaining position,

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