TRAITS MAPPING : DEATH SPLINTER MAGIC CARD

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(Edited)

As so far in mapping traits for magic card collection, Death Splinter have the most expansive magic card collection. Cards are available throughout various rarity type and mana cost. The versatility make Death Splinter flexible in all battle situation So let's get started!

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Number of Card by Rarity and Mana

Rarity1 Mana2 Mana3 Mana4 Mana5 Mana6 Mana7 Mana8 Mana9 Mana10 Mana11 Mana
Normal
Rare
1
2
1
1
Epic
1
1
1
1
1
Legendary
1
1
1
1
1

The most notable thing about this collection is it doesn't have any Normal type card. The collection are divided equally between Rare, Epic, and Legendary type card. This makes the collection more expensive to be afford and more vulnerable from restrictive rulesets such as Rise of The Commons. The collection is distributed over wide range of mana, available on every mana starting from 1 mana up to 11 mana (except only for 10 mana). The lowest and highest mana card are Legendary type cards, which left us with Rare and Epic type spread between 2 mana up to 8 mana. In conclusion the collection have hill-like figure distribution where the largest number of card centered on 4 mana and 7 mana.

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Traits Mapping

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The collection have typical characteristics as any other Splinter magic card. The damage-mana ratio started mostly below 0.5 at Level 1. Although several card such as Theorosa Nightshade (No.7) and Darkest Mage (No.9) have the highest damage which is clearly because it is a low mana cards. Some cards have better endurance, as we see that around 5 cards have health-mana ratio at 1.0 and above. Speed are quite standard, as most cards are starting with red nodes. It also quite rare to have some cards started with two abilities. Take notable one is Cthulhu (No.7) which not only have the highest damage-mana ratio, but also started with two abilities.

Although Epic and Legendary have fewer progression steps compared to Normal type card; the Max Level chart show a significant growth form the initial Level. Health-mana us the most obvious. Almost half of the collection have health-mana ratio past 1.0 tick. But even though the average cards have higher health, we can't find a specialist Tanker with ratio beyond 1.50 tick. Speed growth happened but only on several cards. The most significant growth are again coming form the number of abilities. Its rare to find card with 5 abilities, while this collection have 2 cards, which is Djinn Muirat (No.4) and Cthulhu (No.6). And not only that, there're 2 additional cards with 4 abilities. Damage seemed to grow in fair amount. Some mid mana cards have reached above 0.5 tick damage-mana ratio, such as Insidious Warlock (No.3) and Cabalist (No.5).

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Abilities Mapping

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There's abundant number of abilities from this collection, whether its Striker, Tanker, or Support. There's some signature abilities from each grouping. Tanker have Stun and Life Leech as the favorite abilities. It always good to have Striker abilities on magic card, since it need to hit health (not armor) for the abilities to triggered. Stun are not damage related (doesn't get leverage from higher damage), therefore are useable even if the cards have roles are more of Support type. Life Leech are quite decent in here, as two card have only 2 magic damage, while Ancient Lich could be deadly with max damage and Life Leech available at Level 1.

In Tanker abilities, we Flying and Void. Flying are available at Level 1 on all 3 cards which is commonly found in other cards with Flying. Its give much advantage to Cthulhu and Phantom Soldier which already started with high health. The unique on would Fallen Spectre which had 1 health and rely defense fully on Flying and its 6 speed.

Debuff abilities decorated the majority of Support abilities grouping. Some of the cards even have full role as debuffer with at least 2 debuff abilities, for example Death Elemental (No.8), Boogeyman (No.10), and Dark Spectre (No.15). Boogeyman and Dark Specter are 2 cards with very fragile health, and yet its important for them to stay alive to gain the debuff benefits long enough.

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Personal Thought

This final section, I give my personal thought for several card mentioned below.

'1. Time Meddler

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There're no doubt that Magi Necrosi have the power to attack and have endurance to survive. Snipe and Stun abilities could pair together to stall any powerful magic and ranged attack while slowly chipping their health. Camouflage give this better positioning at the back row without worries of Sneak attack. Oppress are rarely seen pairing with Snipe, since most Non-Attack card have Tanker roles, which make them suitable to fill the front row. But with Snipe ability, Oppress play smaller roles but more tactical, which is important to caught off guard some cards with Heal, Triage, or other healing abilities.

'2. Cthulhu

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Cthulhu is a go card for one-on-one duel. Having 3 damage combined with Cripple and Stun ability could help Cthulhu win duel in the long run. The 13 health are enough to sustain some damage, and Flying could help avoid several damage. And ultimateley Last Stand which is a rare to find ability, and will turn Cthulhu into a full power house. In conclusion although Cthulhu might have 5 abilities, not all of the abilities related with the its roles (Weaken is more suitable if held by Support card).

'3. Darkest Mage

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For a 2 mana card, Darkest Mage looks very exceptional. Based on its basic status, this card at Max Level, have 2 damage and 4 health which is rarely found in any magic card. And to continue on this card still possess 2 abilities. The card actually started with low status and no abilities. But each level this card grow consistently, with the ultimate growth happened in Level 5, adding 1 damage (without any drawback!) and still adding 1 speed. The final level are less important since it gained only Rust ability.


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