SHARING MY BATTLE for Weekly Challenge! DEEPLURKER, baby!

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"Terrifying to behold, Deeplurkers are a poisonous fish that dwell at the bottom of the ocean and prey on the weak."

I use Deeplurker whenever I get the opportunity because he's that terrifying not only to behold but to encounter as well. It's ability to attack small targets fast and with high damage is enough reason to consider it for every water match. Especially when combined with supportive teammates.

Here's the epic 99 mana water-only battle to show how powerful Deeplurker can be:

https://splinterlands.com?p=battle&id=sl_4f6c6e1c12923edfb0aa336bc43d0342&ref=lilsob

Lineup:

Goblin Mech, Flying Squid, DEEPLURKER, Sand Worm, Demented Shark, Captain's Ghost.

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The idea behind the strategy:

Since this was water-only match, I assumed my opponent will have +1 armor to their lineup and likely few to no magic attackers. This is the reason why Goblin Mech was the choice of a tank - he can go through that +1 armor with ease, has good protection and can do some decent damage as well.

Flying Squid went to the second position in hopes to take down the tank fast together with Goblin Mech. To boost my confidence in this task and melee attackers overall, I've also included Demented Shark that gives +1 melee attack to all melee attackers.

That includes DEEPLURKER that I put in the third position. His mission is most important - get rid of those weak damage dealers in the back or the middle of the enemy's lineup. That extra damage from Demented Shark allows for quick kills and fast.

Next, Sand Worm to finish the job of DEEPLURKER if he struck armor at first.

And lastly, Captain's Ghost - tanky enough to withstand some stealth attacks, prevents healing of the opponent's tank (which water uses a lot), gives snipe attackers something to focus on and does valuable magic damage. Perfect fit to mix things up.

...but did it work?

Yes!

As expected, snipe enemies in the back were obliterated quite efficiently. Even with some unexpected hurdles like the enemy's Disintegrator that debuffed my team's attack damage, Demented Shark balanced it out and I managed to outperform the enemy anyway.

DEEPLURKER proved to be vital in a close and competitive match-up where the enemy also utilized DEEPLURKER as one of the main damage dealers placed in the safest spot. That speaks volumes, doesn't it?

So should I pick Deeplurker more often?

In my opinion, it is one of the best cards for any water teams to consider. So, yes!



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