Small Cost, Big Threat, Huge Problem

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If you're bored with life - you don't get up every morning with a burning desire to do things - you don't have enough goals.
by Lou Holtz
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Kha’zi Conjurer is one of those units that can shock you with how good its stat is for a 2 mana unit. With a low cost, it already has 6 ranged attack that is already unusual. When you add its abilities into the mix, it becomes clear that this card is designed to pressure the enemy early. With Khazi Conjurer on the lineup, you want to end the game fast before you get engulfed in flames. It does not play like a normal low-cost filler unit. Khazi Conjurer feels more like a high risk, high reward kind of unit.




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Lore

The Kha’zi are a tribe of Burnlanders who came to Praetoria seeking a new start, freedom, and peace.

They fled into the jungles of the Endless Valley when the legions of Chaos arrived, living off the land and trying to stay out of the empire’s crosshairs.

The conjurers of the tribe provide for their people, hunting not with sharpened steel or arrows, but with phoenixes summoned from the elemental plane of fire. However, the flames of these volatile creatures have a tendency to burn their handlers.

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Stats

For only 2 mana, Kha’zi Conjurer comes with 6 ranged attack, 5 speed, and 5 health. There is no armor, so it is not built to tank hits, but at this cost, the offensive value is hard to ignore.

The high ranged attack means it can delete or heavily weaken targets right away. The 5 speed helps it attack early in the round, which is important for applying pressure before enemy support units can act. The health is decent for a backline unit, enough to survive splash damage or a stray hit, but not enough to feel safe if targeted directly.

Stat-wise, this unit is clearly about offense. You are paying very little mana for a lot of damage, and the rest of the design assumes you will protect it or end the fight quickly.

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Incendiary

Incendiary is where Kha’zi Conjurer becomes tricky. At the beginning of round 2, this unit gains Burning, and this effect applies only to your own side. Burning deals 2 damage each round and has a 33% chance to spread to adjacent friendly units.

This is not a bonus ability. It is a drawback.

If left unchecked, Incendiary slowly damages your own lineup. Over multiple rounds, the Burning can weaken or even kill friendly units that were never attacked by the enemy. This creates pressure on your own positioning and team composition.

However, this debilitation can be managed. Cleanse Rearguard completely removes Burning from the backline which turns Incendiary into a temporary problem instead of a long-term one. Remember that the burning applies each round though so you need to keep that unit with Cleanse Rearguard alive.

If you do not have Cleanse Rearguard, Incendiary forces you to play faster. The longer the fight lasts, the worse this ability becomes for your side.

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Piercing

Piercing is a simple but effective ability. Any excess damage to armor carries over to health. This matters more than it seems, especially with Kha’zi Conjurer’s high attack.

Against armored targets, this prevents wasted damage. Instead of chipping armor slowly, Kha’zi Conjurer can punch through and start removing health right away. This pairs well with Incendiary, since burning damage becomes more threatening when units are already losing health faster.

Piercing also makes the unit useful against defensive lineups. Even if the opponent relies on armor stacking, Kha’zi Conjurer still contributes meaningful damage.

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Positioning

Positioning matters a lot with Kha’zi Conjurer. Since Incendiary can spread Burning to adjacent friendly units, placing it next to fragile supports can be dangerous. Spacing it away from key units or next to high-health units can reduce the problem although it won't stop it.

This unit works best in aggressive lineups with high damage that want to end fights early. It fits well with teams that already apply heavy damage and do not plan on long battles. Cleanse Reargyard is almost mandatory if you expect the match to go past a few rounds.

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Strengths and Weaknesses

Kha'zi Conjurer's strengths is clearly the damage. The high damage to low mana cost is a sure strength. You can have a strong unit for low mana. The high damage also aren't wasted as any excess damage go to the health because of Piercing ability.

Burning and Incendiary is the Weakness. The longer the game goes, the more damage this deals to your team. Even if you cleanse the burning, it would just happen again in the future rounds.

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Final Thoughts

Kha’zi Conjurer is not a beginner-friendly unit. It rewards players who understand positioning and risk. The stats are excellent but the debilitation means you cannot just drop it into any lineup.

If used correctly, it can help close out matches quickly. If used poorly, it can become your own worst enemy.





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If you have suggested combos or questions, feel free to comment it down below.

If you are planning to play and is inspired by my post, please consider using my referral link: https://splinterlands.com?ref=kpgamingch

I do not own any of the photos in this post. All credits goes to:

  • Splinterlands
  • Peakmonsters
  • Canva
  • Giphy

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