Summoner's Week: Possibilus the Wise

Introduction
This is a summoner that I picked up very recently. I saw one of my opponents used this kind of strategy and I tried it. It was really strong and honestly, I didn't think it would work.
The only problem I had is that it requires too much mana and a few more cogs to turn. Let me tell you about Possibilus the Wise.


Possibilus the Wise is an airdrop card that you can only receive by buying Chaos Legion Packs during the sale from October 18, 2021 until... I believe March of this year.
For each pack bought, you have a percentage of getting a Possibilus Card. The more packs you bought, the more chances you can get an airdrop of him.
I only bought 1 because during that time, I don't have a lot of potions. Potions increases the chance of getting a legendary and Gold Foil cards. I just tried it instead of gunning for it. Each pack costs $4 on launch.
+2 Max Health. Increases the team's max health by 2.

Reach (Inherent). Allows melee monsters in 2nd position to perform an attack during their turn.

Trample (Inherent). Allows a second attack if the monster with Trample does the killing blow.

Pros
- Legendary Card - Requires less number of cards to level up. You can rent him cheaper than renting higher leveled rare summoners.
- Multiple Abilities - Legendary summoners normally have multiple abilities making them very strong than the other summoners.
- Reach Ability Gives More Flexibility - Reach allows your melee monsters in second position to attack. This means your low health, high damage melee monsters can attack in a more safe position than putting them in 1st position.
Cons
- Hard to get- As explained above, for every pack, you have less than 1% to get a copy. You need to buy a huge bundle if you want to have your own copy, and more if you need to level him up.
- High Mana Cost- Since he's very strong on the right hands, Possibilus the Wise also requires a ton of mana making him unplayable when you have less than 20 mana. You can, but you won't win.
- Very Tricky to Use- While both of his inherent abilities looks easy to use, they really aren't. They have some hidden rules that you need to follow in order to make full use of Trample and Reach abilities.

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![]() Stampede |
Monsters with Trample ability can attack once more if he does the killing blow. As long as the monster that he attacks dies from that attack, he would attack the next monster. This means you can instantly kill an entire team provided that you can one hit their monsters from the 1st position to the last. To better explain this, imagine you have Sand Worm on 1st position. He hits and kills Soul Fiend. Trample activates, and attacks the monster in the 2nd position, Gargoya Scrapper. He hits and kills him as well, because of Stampede rules of combat, he would then attack again, and so on until he either misses or the next monster survives the attack. |
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![]() Melee Mayhem |
Allows all melee monsters to attack in any position targetting the first. While Reach ability is good, it's very limiting. You can imagine Melee Mayhem as Reach ability but extending from any position. This allows you higher flexibility adding more melee monsters for the Trample ability. |
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![]() Unprotected |
This rule of combat removes the armor from all monsters on the board and disables all abilities that adds or restores armor. This is best in compatible with Stampede rules of combat but can also be good alone. While this affects you, the reason this is good is because you can be sure that the opponent's armor will not hinder your next attack. I have a sample battle below regarding this. |

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![]() Super Sneak |
Gives all melee monsters the Sneak ability that allows them to attack the monster on the last position. The reason this is bad is because Trample attacks the next monster in line. If your monster kills the monster in the 1st position, he would attack the monster in the 2nd position. But if you have Sneak, if the monster kills the opponent in the 6th position, he would stop because there's no monster in 7th position. |
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![]() Armored Up |
Gives all monsters on the board an extra 2 armor. This directly contradicts the Unarmored rules of combat. Since Melee attacks does not pass through armor, having this rule of combat means your second attack will high likely not kill the next monster unless the monster has Piercing ability. |
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![]() Keep Your Distance |
Melee monsters are not allowed to be used during this battle. Even if you cannot use melee monsters, you can still use Possibilus as the summoner. However, all his inherent abilities only work for melee monsters so this rule of combat, technically, destroys this card. |

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![]() Coastal Sentry |
A high damage monster with Double Strike ability. Double Strike allows this monster to attack twice per round. That also means twice the chance of activating Trample ability. You can also fix her low health weakness by placing her in 2nd position and she can still attack with Reach Ability. Coastal Sentry is the best monster to use with Possibilus the Wise. |
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![]() Diemonshark |
This specifically includes a level 5 or above. The reason is that Diemonshark unlocks Enrage ability at level 5. Enrage increases the monster's melee damage and Speed when in damaged status. Increased damage means higher chance of inflicting the killing blow, which in turns, increases the chances of Trample. > To know more about the damaged status, click on this link on my post about Splinterlands' Hidden Mechanics that I did a few months back. |
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![]() Demented Shark |
Has the Inspire ability that increases all friendly melee monster's damage. Like I mentioned above, the higher the damage, higher the chance of inflicting Trample ability. > Bonus: All water and neutral melee monsters with Bloodlust abilities: This is in general. The main reason why Bloodlust is good with Possibilus is because Bloodlust and Trample have the same requirements, they must do the killing blow. Not only you will be able to kill the enemy, but also increase the damage for the next attack with Bloodlust. This makes monsters with these combinations a really strong contender for Possibilus the Wise. |

This is probably the best lineup for Possibilus the Wise. You have Diemonshark and Coastal Sentry to use as the main tanks and damage. They are supported by Demented Shark and River Heliondale's Inspire ability. Deeplurker and Feasting Seaweed would also help since both of them are melee monsters. Also, unlike Sneak, Opportunity ability changes target priority to the lowest current health on the opponent's team. This means it may be in the front and the middle and not always at the last position allowing the Trample ability to still activate.

Lineup
Possibilus the Wise
High mana cost legendary summoner that can improve melee focused water builds.
Diemonshark
Fast and strong. His Enrage ability at level 5 is very scary once it activates.
Coastal Sentry
High speed and an ability that allows her to attack twice in one round makes her very strong in combination with Trample ability.
Demented Shark
He may not be able to attack since the Reach ability only affects monsters in 2nd position but the Inspire ability increases the overall damage output of this build.
River Heliondale
Same reason with Demented Shark. Although, he can attack since he has magic damage. He also has Resurrect ability to revive a fallen comrade once per battle.
Deeplurker
High speed and high damage. A very formidable monster especially with his Opportunity ability.
Feasting Seaweed
A mini version of Deeplurker. He also has high damage for his mana cost. Can further be enhanced by Inspire ability.

In this battle, you can clearly see how Coastal Sentry shine. She was able to use Trample ability twice killing three monsters in one round. Unfortunately, on the second Trample, the attack missed or else it would be very perfect.


This build is slowly becoming my most favorite and very close to surpassing Chain Golem. The build is not really cheap but not also as expensive. You can sacrifice a few levels of the monsters to make your rentals cheaper.
For example, Deeplurker can be at level 4 and Feasting Seaweed can be at level 3. Both increases the damage at those levels and leveling up further, while may help, is not a deal breaker. River Heliondale can also stay at level 1. You need the Inspire ability and the Resurrect ability is simply a bonus. The only requirement is that Possibilus the Wise be at level 2 and Diemonshark at level 4 for the Enrage ability. Other than that, others can be on reduced level and will still provide the same result.
This build also has a lot of improvement. You can add Gladiators if you have the "Are You Not Entertained" rule of combat. Other combinations are also possible depending on the rule of combat present on the battlefield. I really really like this build and I am happy to find out about it.
This build also works on Bronze but not as effective. You cannot get Diemonshark's Enrage ability since you can only use a level 1 legendary, which allows you a level 2 rare summoner at max.


- This post is an entry for Splinterlands Social Media Contest.
- Animated Banners and Dividers are edited in Canva Pro.
- Other sources that I do not own are cited under their respective photos.
- Some of the fonts used are from instafonts.io
If you're interested in playing the game, support me by registering using my referral link here

ℋ𝒶𝓋ℯ 𝒶 𝑔ℴℴ𝒹 𝒹𝒶𝓎!












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Your review of the game character would surely help another player. Thank you for sharing it with us and best of luck to you in your battles xD
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Thanks for sharing! - @alokkumar121
